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!
I use these cards as a reward system for good roleplaying. In my games, we hand out votes after every session and each player votes for the person they feel roleplayed the most and/or furthered the plot the most during the session. When they accumulate 10 such votes, they get one of these cards which can be redeemed at any time. It rewards people who advance the story with the ability to alter the story in small (and sometimes not-so-small!) ways and encourages players to promote the story. Good stuff all around!
I decided to step-out a bit and order these. My fear was that maybe they had the power to greatly derail the storyline, but one of the things I like about the cards is the recommendation that came with them that states, basically, if the card will break your game, replace it with another card. This way the game doesn't go sideways, and your player doesn't feel cheated, but you still get a fresh turn of events to keep people interested.
Just reading them gave me and my players some great role-playing ideas, and my group can't wait to actually use the ones they were dealt. I'd recommend these to anyone who plays Pathfinder/3.5.
I really enjoy my players having access to these cards. I usually give out one per game session of Star Wars. The players usually come up with really creative ways to incorporate them and its been a great laugh so far.
I hope that they continue with this line but that future releases will make cards similar to the new Gamma World ones where you can roll/gamble on making their effects better or worse.
Fits surprisingly well into Star Wars SAGA with only a little modification here and there. Definitely worth 5 stars.
I've only just implanted these cards in my and one of my players that is more of a power gamer and still trying to rp more used the "What are the odds" (this card makes the targets roll a natural 20) card to have an npc who was trying to remember plot related villain rants that this lich had told her before smashing his head years ago thus allowing them to know his plan.
That was mostly awesome because of the players use of it but the fact that these cards can allow something like that to happen is most excellent IMHO.