Another use for Plot Twist cards


Accessories


I introduced plot twist cards at my table a few sessions ago. Basically, I hand each player two plot twist cards at the beginning of the session. They have until the end of the session to use those cards, and each player gets two new cards at the beginning of the next session.

I award bonus XP to somebody who uses the cards in a creative or amusing way, and I maintain the GM's prerogative to veto or alter proposed plot twists.

I tried something else at my last Kingmaker session, and I think it went over well. My players had a couple side plots running. Here's how it went:

Slight Kingmaker Side Plot spoilers:

In the first use, my players were trying to redeem a particular NPC. This led to a confrontation with the NPC's former church. My players didn't want a violent confrontation, so they tried negotiating to find a way out. I wasn't sure as GM which way I wanted it to go, so on the spur of the moment, I put three Plot Twist cards face-down in front of a player. She chose one, and I decided how it was implemented. In this case, one of the twist suggestions was a "legal loophole." And ... the affair culminated in a trial by combat (until one side yields).

In a separate plot, my players were dealing with a troll menace at the outskirts of their kingdom. They received intelligence that the trolls were planning to attack a nearby lizardfolk settlement, so my players sent an army to defend the lizards. To add a bit of spice to the mass combat, I put four cards in front of a player. The result? Hidden Secret. So ... this meant that the "poor" lizardfolk turned traitor (taking my players by surprise). Their army was completely defeated by trolls and lizardfolk, and my players have now added the lizards to their list of kingdom enemies.

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