GameMastery Plot Twist Cards

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Ready for a whole new way to roleplay? Draw a Plot Twist Card and guide the adventure in directions limited only by your creativity. Plot Twist Cards open up a new experience of shared storytelling, providing players with ways to suggest new events during an adventure or get help when they need it most. Each of the deck's 51 cards presents a different theme that the GM and players, working together, can weave into the game’s narrative, as well as related rules effects. With Plot Twist Cards, everyone can help tell the story and enjoy being surprised by new and unexpected turns of fortune.

GameMastery Plot Twist Cards add a new storytelling element to roleplaying games, allowing players to bring their own twists to an adventure’s plot. Each card provides a minor story-altering idea along with a few options players can either use as presented or take inspiration from to craft similarly themed suggestions that affect in-game events. Every Plot Twist Card can be interpreted in countless ways, allowing players to suggest minor alterations to a game’s events that a GM might add or adapt however best fits the story’s needs. Such alterations might bring about an added bit of luck to improve the situation for the PCs or up the ante to create even greater challenges—it’s all up to the players and their Game Master!

ISBN-13: 978-1-60125-262-3


Sample cards. Click to enlarge.

Illustrated by Matt Dixon.

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A good way to spice things up a little.

3/5

The premise behind Plot Twist Cards for Pathfinder is that they allow players to influence the story in ways other than what their character directly does. Each card has a theme, a picture to accompany the theme, a flat mechanical effect, and then four plot-related suggestions that could happen. For example, the "Bad News" card shows a picture of a burning building, has the flat mechanical effect of "Target gets a -4 penalty on a single roll", and then has these plot suggestions: "A messenger brings bad news", "An ally faces peril or death", "A favorite refuge is destroyed", and "Something important is stolen." Players can use the card either for the flat mechanical effect or for one of the story suggestions; the latter use requires GM interpretation and decision-making, and the instructions are quite clear that the GM should feel free to modify the suggestion (or even refuse it) as necessary for the story. The deck comes with 51 different plot twist cards, two cards of rules, a card with the Open Gaming License, and a card that's an advertisement for other products.

I've been using the Plot Twist Cards for about 20 sessions while running an adventure path. Instead of giving one to a player every time their PC levels up (as per the instruction card), I've been more cautious and handed out one to every player at the beginning of each chapter of the AP (and drawing one myself to use against them!), with unused cards going back in the deck. My players have used the cards to do some fun things, like have the "Broken" card cause the floor of an abandoned building to crack open, the "Sanity Check" card to have a tentacled water monster appear in the river, etc. In my limited experience, PCs don't use the flat mechanical bonuses and instead use the plot suggestions, saving the cards for when they're needed in an important fight and centering their suggestions on things that can hamper the enemies or help their allies. On the whole, I'm of mixed feelings about them. I really like the surprising twists that the card facilitates and it's great for the players to have a little something hidden away for a rainy day. On the other hand, it's often challenging as a GM to interpret the card and the player's suggested twist in a way that respects the integrity of the concept while also being careful not to trivialize an important encounter. I think I would suggest the cards are good for a group that is a little easy-going and understands the role of GM discretion, but they'd be a bad idea for a very strict "Rules as Written" group.


My Group Loves These Cards!

5/5

My players and I love the plot twist cards. At the beginning of each session, I give all of the players a card to play at will asking them not to show the card to me or anyone else in the group until played. In last week's game, right before they were about to enter a manor, my wife plays the "Path Least Traveled" card. So I have her discover a secret door leading to a stairway to some catacombs under the house. Another player immediately plays the "Fleeting Glimpse" card. He hears some ghouls that would have been in the next room waiting for the unsuspecting party members. My last player says, "Ah, what the heck." He plays the "Sanity Check" card and a tentacle comes out of the ground destroys the ghouls and all hell breaks loose…

These cards are a lot of fun. If you are a GM who is well prepared but looking for something to shake things up with some random happenings you should try them out. They may require a little bit of quick thinking and on the fly rulings, but they have so far always been the highlight of our game. We have been using them for a few weeks now.


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Hey, how's this for an "out-of-the-box" idea? I'd be interested in trying it.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Any more details on how these work?

Paizo Employee Director of Brand Strategy

I can imagine these working well with action points or another expendable, earned resource. I'm eager to see how these work, especially given how essential the critical decks have become to my play experience.

Paizo Employee CEO

1 person marked this as a favorite.

This is my little baby. I am not quite ready to reveal the mechanics and such, but rest assurred we will preview this in the Paizo blogs before it releases. I am using a variant of these cards in my home campaign and they are a blast! Paizocon attendees will be able to use them in a very unique event that we are also not ready to unveil. :)

-Lisa


Excellent - push that envelope!!!!


Sounds interesting - I always loved the Torg subplot cards (*like Nemesis, Contact,etc...) and if they have a similar mechanic to that, it should be well worth a look.


Lisa Stevens wrote:

This is my little baby. I am not quite ready to reveal the mechanics and such, but rest assurred we will preview this in the Paizo blogs before it releases. I am using a variant of these cards in my home campaign and they are a blast! Paizocon attendees will be able to use them in a very unique event that we are also not ready to unveil. :)

-Lisa

tease!


Kyle Baird wrote:
Lisa Stevens wrote:

This is my little baby. I am not quite ready to reveal the mechanics and such, but rest assurred we will preview this in the Paizo blogs before it releases. I am using a variant of these cards in my home campaign and they are a blast! Paizocon attendees will be able to use them in a very unique event that we are also not ready to unveil. :)

-Lisa

tease!

+1 to that comment!

;-P

Shadow Lodge

C.L.O.S.A.T. cards are great...illustrated ones are even better. :D Looking forward to this.

Sovereign Court

yoda8myhead wrote:
I can imagine these working well with action points or another expendable, earned resource. I'm eager to see how these work, especially given how essential the critical decks have become to my play experience.

That is my thought, there was an interesting thread about using Action Points or Whatever with Pathfinder over on the EN World Pathfinder board.


please dont flame me, but could this be used in 4e?

i love the game mastery cards, so just wondering if i can use this? the mechanics cant be so different that they dont have some crossover. unless it affects the abilities.

i have a system where i hand out a card with a mechanic bonus for good role roleplaying, great ideas, sound planning, and making me laugh.

it has a +1, +2 or +3 to attacks, skills, etc. i have about 500 of them, all a little bit different. there are collection cards, if you collect 4 of the same kind, you get to raise an ability score. there are some that if you collect 3 you can recharge a daily power, and collect two to recharge a encounter power.

im sure that there are none for powers in the card set, but if the mechanics are like skills etc, then i should be able to use them.

Paizo Employee CEO

donnald johnson wrote:
please dont flame me, but could this be used in 4e?

There will be a way to use these cards in any RPG system. There will also be a way that is more specifically tied to the Pathfinder RPG.

-Lisa


thank you for responding to me lisa, now, get some sleep. every commander in the field needs to have an effective sleep plan.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

This is a long time away, but I still want it now. This is such a brilliant idea and I look forward to it.

Silver Crusade

Pathfinder Adventure Path Subscriber

Will there be more decks like this one ? The idea opens up a whole can of possibilities !

Liberty's Edge

At first blush, it reminds me a little of Jonathan Tweet's "whimsy cards." Didn't he eventually turn that into Everway?

Paizo Employee CEO

Saint_Meerkat wrote:
At first blush, it reminds me a little of Jonathan Tweet's "whimsy cards." Didn't he eventually turn that into Everway?

It is indeed a homage to Whimsey Cards. Little known fact, Whimsey Cards were the first gaming product I ever had a hand working on. I was the editor if you happen to have the rules from one of those sets from way back in 1987. While a homage, Plot Twists will add some new ideas to the mix to bring it into a new century.

-Lisa

Paizo Employee CEO

Gorbacz wrote:
Will there be more decks like this one ? The idea opens up a whole can of possibilities !

If sales do well, there will indeed be more decks in the future. So buy, me hearties, buy!

-Lisa


Lisa Stevens wrote:
Gorbacz wrote:
Will there be more decks like this one ? The idea opens up a whole can of possibilities !

If sales do well, there will indeed be more decks in the future. So buy, me hearties, buy!

-Lisa

Lisa, and hell, everyone at Paizo...

I just purchased about every card set thingy that you have available at my local FLGS's. I would happily, HAPPILY, purchase these little puppies once they hit store shelves. This is not something that I would see a lot of use in something like your run of the mill AP (unless you could clue me in), but I could definitely see these in more organic games for home groups.

Lisa, can you please show us some pictures of this new baby of yours? Or get a youtube channel and some videos of it? Please?

Paizo Employee Chief Technical Officer

Beercifer wrote:

This is not something that I would see a lot of use in something like your run of the mill AP (unless you could clue me in), but I could definitely see these in more organic games for home groups.

Lisa, can you please show us some pictures of this new baby of yours? Or get a youtube channel and some videos of it? Please?

We're a ways from having anything show-offable.

But I can assure you that they do work just fine with Adventure Paths and other published adventures—we've been using them to great effect in our Rise of the Runelords campaign.

The Exchange

Well, I do have a gamemastery card subscription. Can't miss it that way.


I literally CANNOT WAIT! This looks AWESOME!

Liberty's Edge

This looks really cool. Looking forward to seeing how this one turns out.


Vic Wertz wrote:
Beercifer wrote:

This is not something that I would see a lot of use in something like your run of the mill AP (unless you could clue me in), but I could definitely see these in more organic games for home groups.

Lisa, can you please show us some pictures of this new baby of yours? Or get a youtube channel and some videos of it? Please?

We're a ways from having anything show-offable.

But I can assure you that they do work just fine with Adventure Paths and other published adventures—we've been using them to great effect in our Rise of the Runelords campaign.

So Vic, I'm not the only GM that is woefully behind on great campaigns.

Paizo Employee CEO

Beercifer wrote:
Vic Wertz wrote:

We're a ways from having anything show-offable.

But I can assure you that they do work just fine with Adventure Paths and other published adventures—we've been using them to great effect in our Rise of the Runelords campaign.

So Vic, I'm not the only GM that is woefully behind on great campaigns.

Actually, I am the GM for our campaign and Vic is playing a very sexy Varisian sorceress. :) But, yeah, we are behind in our APs and always will be. I have a group of six that get together once a week for about 3 to 4 hours at a time. It takes us about a year and a half or so to get through an AP. The good news is that we have lots of options for the next one! Which looks like it will be Legacy of Fire.

-Lisa


Lisa Stevens wrote:
Beercifer wrote:
Vic Wertz wrote:

We're a ways from having anything show-offable.

But I can assure you that they do work just fine with Adventure Paths and other published adventures—we've been using them to great effect in our Rise of the Runelords campaign.

So Vic, I'm not the only GM that is woefully behind on great campaigns.

Actually, I am the GM for our campaign and Vic is playing a very sexy Varisian sorceress. :) But, yeah, we are behind in our APs and always will be. I have a group of six that get together once a week for about 3 to 4 hours at a time. It takes us about a year and a half or so to get through an AP. The good news is that we have lots of options for the next one! Which looks like it will be Legacy of Fire.

-Lisa

I would recommend that you at least look at running Skeletons of Scarwall (Pathfinder #11) as a stand-alone module before kicking on with another campaign.

It may need a bit of work to convert it to a stand-alone PFRPG situation, but the location and what's going on there is in my opinion one of the best mid level* adventures Paizo has published thus far.

*Recommendation on back cover is for four 12th level characters.


I have to admit upon reading the title of this product I thought they were being co-produced by m night shyamalan. Pull the card at the end of your adventure for a unique plot twist. Such as “turns out the characters are actually in modern times!” or “the characters are ghosts who have yet to realize it!”

What a twist!

Yeah... I like your guy's idea better.


Lisa Stevens wrote:
Beercifer wrote:
Vic Wertz wrote:

We're a ways from having anything show-offable.

But I can assure you that they do work just fine with Adventure Paths and other published adventures—we've been using them to great effect in our Rise of the Runelords campaign.

So Vic, I'm not the only GM that is woefully behind on great campaigns.

Actually, I am the GM for our campaign and Vic is playing a very sexy Varisian sorceress. :) But, yeah, we are behind in our APs and always will be. I have a group of six that get together once a week for about 3 to 4 hours at a time. It takes us about a year and a half or so to get through an AP. The good news is that we have lots of options for the next one! Which looks like it will be Legacy of Fire.

-Lisa

I just made the calls today, I'm trying to get a new group started on every other week for CotCT. It will be slower getting through it, but I'm running through RotRL at the moment as much as my job allows me to have Monday nights off.

That Monday group isn't as RP heavy as the people that I was thinking would be great for your second epic. But I'm making efforts to start going through the AP's instead of reading them and sighing heavily.

Paizo Employee CEO

I turned over the text for the cards yesterday, so we are THAT much closer to getting these out the door! Now Sarah gets to weave her artistic magic on them to make the beautiful! What's that Wes, I need to write up the rules? Sigh, never done. Never done. :)

-Lisa


These sound very interesting, possibly as a reward system, or other sort of addition to the game. Can't wait to get a look at an example!

[Legacy of Fire is our next as well - that and Kingmaker for the other group.]


Lisa Stevens wrote:

I turned over the text for the cards yesterday, so we are THAT much closer to getting these out the door! Now Sarah gets to weave her artistic magic on them to make the beautiful! What's that Wes, I need to write up the rules? Sigh, never done. Never done. :)

-Lisa

I love the idea for these cards so much I'm actually working on a way to make them a part of the optional rules for Bards in my homebrew.

Scarab Sages

Our group just switched over from Action points to Monte Cook's Hero points. This sounds a lot like them. Cool idea. I can hardly wait to introduce these to my growing group of after-school middle school gamers. Should be fun to see them tell the story behind the card.

Anything that keeps the ideal of "shared story-telling" gets my thumbs up!

Paizo Employee CEO

Just finished up the cards and rules today, so on Monday they go to the R&D team for their usual awesome work. Sarah commissioned the art back at the end of November, so that should be coming in soon! Can't wait until these babies come out so I can use the color version on my group!

-Lisa

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Totally awesome sweet alabama liquid snake!

The Exchange

Lisa Stevens wrote:

Just finished up the cards and rules today, so on Monday they go to the R&D team for their usual awesome work. Sarah commissioned the art back at the end of November, so that should be coming in soon! Can't wait until these babies come out so I can use the color version on my group!

-Lisa

Good Job Lisa! Make your mark!

Silver Crusade

Wow, very cool. I was in a Legend of the Five Rings game a few years back that used a similar idea. The Gamemaster had two decks of L5R CCG cards he had preselected, one for combat and one for social situations. We were allowed a number of draws based on a die roll and our character type (although the selection process changed numerous times as the kinks were worked out). You could play the card at any time, using the card's name, descriptive text, or even illustration to affect the current scene, although the GM was the final arbitrator of the card's effects. Mostly they benefited you, but occasionally if you asked for a bit too much, the card became a double edged sword, giving you a benefit, and a penalty that began apparent later.

Great to see this idea appear elsewhere. Supports that collective gamer unconscious theory, huh? :-)


sowhereaminow wrote:
Wow, very cool. I was in a Legend of the Five Rings game a few years back that used a similar idea. The Gamemaster had two decks of L5R CCG cards he had preselected, one for combat and one for social situations. We were allowed a number of draws based on a die roll and our character type (although the selection process changed numerous times as the kinks were worked out). You could play the card at any time, using the card's name, descriptive text, or even illustration to affect the current scene, although the GM was the final arbitrator of the card's effects. Mostly they benefited you, but occasionally if you asked for a bit too much, the card became a double edged sword, giving you a benefit, and a penalty that began apparent later.

Holy crap, that sounds AWESOME.


These remind me of the Torg/Masterbook cards that came out back in the late 80s/early 90s. Really looking forward to them :)


Savage Worlds has a mechanic like this, they can be a lot of fun to add into a casual game, though I wouldn't want to use them in a serious session. Still, I might grab them to use for random dungeon crawls or as awards to good player behaviour.


Evil Lincoln wrote:
sowhereaminow wrote:
Wow, very cool. I was in a Legend of the Five Rings game a few years back that used a similar idea. The Gamemaster had two decks of L5R CCG cards he had preselected, one for combat and one for social situations. We were allowed a number of draws based on a die roll and our character type (although the selection process changed numerous times as the kinks were worked out). You could play the card at any time, using the card's name, descriptive text, or even illustration to affect the current scene, although the GM was the final arbitrator of the card's effects. Mostly they benefited you, but occasionally if you asked for a bit too much, the card became a double edged sword, giving you a benefit, and a penalty that began apparent later.
Holy crap, that sounds AWESOME.

That is the SHIZNIT. I knew I kept visiting their site for a reason, even though I truly hate CCGs.


Sketchpad wrote:
These remind me of the Torg/Masterbook cards that came out back in the late 80s/early 90s. Really looking forward to them :)

I have adapted both the Torg and Masterbook cards for use in D20 and Gurps.

I am currently using the Masterbook cards in my d20 modern game. The cards work in conjunction with action points allowing me to have the PCs face tougher threats then normal. Plus the subplots and campaign card and twist a campaign in different directions.


Thraxus wrote:
Sketchpad wrote:
These remind me of the Torg/Masterbook cards that came out back in the late 80s/early 90s. Really looking forward to them :)

I have adapted both the Torg and Masterbook cards for use in D20 and Gurps.

I am currently using the Masterbook cards in my d20 modern game. The cards work in conjunction with action points allowing me to have the PCs face tougher threats then normal. Plus the subplots and campaign card and twist a campaign in different directions.

Thanks...I KNEW a friend of mine in high school had something similar to this, but I just couldn't figure out what.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

I've never been a fan of fumbles, and having played with the critical hit cards I was kind of 'meh' on those, but THESE babies sound like pure 24000 karat gold. I LOVE em! Want!

Silver Crusade

Freehold DM wrote:
That is the SHIZNIT. I knew I kept visiting their site for a reason, even though I truly hate CCGs.

That's the great thing about gaming - you never know when inspiration can come from the least likely sources.

Thinking back, wasn't there a Marvel Superheros RPG that used a similar mechanic to drive plot? Oh yeah - the SAGA system! If I recall, the game was diceless. You used a deck of specially designed cards for everything. Each card had a "suit" and value that effected the success level of your actions. There was even a mechanic that allowed the GM to generate plot twists with a draw from the deck, as each card had a plot idea on it - like hostage situation, unexpected aid, or momentum shift. I think there was a Dragonlance version as well.

OK, I have been gaming for way too many years.

Silver Crusade

Any chance these might be useable for Pathfinder Society?


sowhereaminow wrote:
Freehold DM wrote:
That is the SHIZNIT. I knew I kept visiting their site for a reason, even though I truly hate CCGs.

That's the great thing about gaming - you never know when inspiration can come from the least likely sources.

Thinking back, wasn't there a Marvel Superheros RPG that used a similar mechanic to drive plot? Oh yeah - the SAGA system! If I recall, the game was diceless. You used a deck of specially designed cards for everything. Each card had a "suit" and value that effected the success level of your actions. There was even a mechanic that allowed the GM to generate plot twists with a draw from the deck, as each card had a plot idea on it - like hostage situation, unexpected aid, or momentum shift. I think there was a Dragonlance version as well.

OK, I have been gaming for way too many years.

Hey, I'm a SAGA fan myself. The system, in my opinion, simply came out at the wrong time and was marketed to the wrong crowd.

Dark Archive

Freehold DM wrote:
sowhereaminow wrote:
Freehold DM wrote:
That is the SHIZNIT. I knew I kept visiting their site for a reason, even though I truly hate CCGs.

That's the great thing about gaming - you never know when inspiration can come from the least likely sources.

Thinking back, wasn't there a Marvel Superheros RPG that used a similar mechanic to drive plot? Oh yeah - the SAGA system! If I recall, the game was diceless. You used a deck of specially designed cards for everything. Each card had a "suit" and value that effected the success level of your actions. There was even a mechanic that allowed the GM to generate plot twists with a draw from the deck, as each card had a plot idea on it - like hostage situation, unexpected aid, or momentum shift. I think there was a Dragonlance version as well.

OK, I have been gaming for way too many years.

Hey, I'm a SAGA fan myself. The system, in my opinion, simply came out at the wrong time and was marketed to the wrong crowd.

It was a pretty amazing system, and had a lot of the same innovation in the mechanics as the finest indie RPGs these days. My group's only gripe was with the very loosely defined combat rules, such as "static" damage. For example, what should happen when you hit but your damage can't get through DEF? How to run combat against multiple opponents (i.e. one PC or monster in melee vs. multiple opponents)? If you are hit by more than one opponent, can you "pay" for the wounds with one card, or do you have to sacrifice a card per hit? And so on.

Eventually we decided to drop it, but I still have some good memories of the game. If only they had "polished" it a bit more...

And, by the way, I'm talking about Dragonlance SAGA -- not the Marvel adaptation. :)


Can't..wait...till...May....PLEASE...April?

Lantern Lodge RPG Superstar 2015 Top 32

I think Lisa's post is an example of why I like Paizo so much.
From the bottom to the top, the entire company is totally psyched about gaming. No decisions are made by someone outside the culture of roleplaying games. ^_^
Paizo Publishing: For Gamers, By Gamers.


Freehold DM wrote:
Thraxus wrote:
Sketchpad wrote:
These remind me of the Torg/Masterbook cards that came out back in the late 80s/early 90s. Really looking forward to them :)

I have adapted both the Torg and Masterbook cards for use in D20 and Gurps.

I am currently using the Masterbook cards in my d20 modern game. The cards work in conjunction with action points allowing me to have the PCs face tougher threats then normal. Plus the subplots and campaign card and twist a campaign in different directions.

Thanks...I KNEW a friend of mine in high school had something similar to this, but I just couldn't figure out what.

The TORG cards were the first thing that popped into mind when I saw this one. Done right, they'll be pretty fun, especially in a sand box / ad-lib campaign!

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