Bring the past into the present with Plot Twist Cards: Flashbacks. This vividly illustrated deck opens up a new experience of shared storytelling, providing players with ways to suggest events during any adventure. Each card presents a different theme that the GM and players work together to weave into the game’s narrative, as well as related rules effects. Plot Twist Cards: Flashbacks works alone or as an expansion to the original Plot Twist Cards deck. With Plot Twist Cards: Flashbacks, everyone can help tell the story and enjoy being surprised by the occasional blast from the past.
GameMastery Plot Twist Cards: Flashbacks provide a minor story-altering idea along with a few options players can either use as presented or take inspiration from to craft suggestions affecting in-game events. Every Plot Twist Card can be interpreted in countless ways, allowing players to customize and reveal secrets of their characters’ past in ways that encourage character building and help shape the game. The Game Master doesn’t need to be the only one telling stories, and now Plot Twist Cards: Flashbacks give players the tools to give their characters depth and detail like never before!
ISBN-13: 978-1-60125-383-5
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Pathfinder's deck of Plot Twist Cards: Flashbacks add a potentially interesting aspect to gameplay. The concept is that at the beginning of the campaign and every time a PC levels up, their player gets one of these cards. Each card has artwork, a title theme, four examples of that theme, and then an effect in mechanical game terms. For example, under artwork of a scary spider, the "Phobia" card lists "An ally refuses to follow", "Fear overrides judgment", "They say this place is haunted", and "Get it off! Get it off! Get it off!". The mechanical effect is that a shaken target becomes frightened and a frightened target becomes panicked. The idea is that the cards allow players to suggest an in-game event or development in the spirit of the card's theme to provide a little wrinkle in the storytelling--for example, with the "Phobia" card, perhaps a knight's squire refuses to budge when directed to follow him into a darkened forest. In the alternative, players can use the fixed mechanical effect in an encounter to gain an advantage.
The way the Flashbacks deck varies from the standard Plot Twist Cards deck is that the player making the suggestion (or using the bonus) has to justify what they want to happen in terms of the character's past--such as the squire having barely escaped that same forest after a terrifying ordeal with a werewolf. That justification then becomes a permanent part of the character's backstory, and something the player and GM can use to develop the character further and give them even more personality. Importantly, the effects of the cards are always up to the GM's discretion, and they can alter player suggestions to better fit the adventure.
I really like the idea of the cards. However, I used the deck in a couple of chapters of Curse of the Crimson Throne and had disappointing results--I don't think the players really understood the concept, and they tended to forget they had the cards altogether. Still, I might try again in a future campaign after giving a better explanation of why they could be fun and better flesh out PCs and NPCs alike.
We purchased the original Plot Twist Cards for use in our game and loved them, so it made sense to expand our collection to include this set.
Like other reviewers I find some of the descriptions/uses a stretch from the basic description on the card, but they can still be inspirational. The cards in this second set are more of a stretch than the first set and some of them made us say "huh?".
In our game they are used as player reward for keeping a campaign journal. Provide an interesting and detailed recap of the previous session: earn a plot twist card. You can then cash in the card to help the story along. It puts a little more power in the player's hands, which can be fun and take some pressure off the GM. Cards have been used to reveal a secret child of a powerful empress, have an NPC get kicked out their rented home (and forced to come to us for aid) and avoid disintegration (though sadly the legendary shield was lost in the PC's place).
We have mixed both sets of cards together and since the picture on the back of the cards is almost the same (one has darker lines in the image), it is difficult,thought not impossible, to tell the difference between the sets.
If you liked the first set of Plot Twist Cards, this one bulks up your deck nicely and provides some additional options, but if you are deciding which deck to get, go for the original.
Each of the 51, standard-sized cards is illustrated in colour. In the style of most CCGs, the top half of each card is a piece of artwork, with text on the lower half. Along with a title, the centre of every card has one or two lines of writing. This central text provides a direct mechanical effect for the card.
However, it is the bullet points below this rules text which offer the most potential for adding a twist to your game. Here are four possible ways to have the theme of the card impact the plot at your table. As to be expected from Paizo, these suggestions have a loose fantasy feel, but are generic enough to be applied to almost any setting. This is not always true of the art, where a few modern images appear.
From a storytelling perspective, it is these plot suggestions that hold the most potential. When a Player uses one of these cards, they have the opportunity to add a twist of their own to the current plot. This serves to empower the Players in your game, and thereby increase their engagement.
Furthermore, this plot twist will be equally surprising to the GM. This is a perfect way to keep the game interesting for the GM, when you can never be certain where the Players are going to take your game.
Plot Twist Rules
Four cards with rules and OGL text are included in the pack. According to these rules, the Plot Twist cards should be handed out during character creation, and whenever a Hero gains a level. A Player may play a Plot Twist card at any time, choosing either the mechanical benefit, or the alteration to the story based around one of the prompts on the cards.
There is also advice to the GM here about how to implement the cards. Essentially, the GM is left in charge of their game, and may interpret any alterations to the plot according to the broader needs of their game.
I love the small impact these cards have on the game. I use the original plot twist cards and they have made for some cool moments in my game. Definitely looking forward to this one.
One thing that make these Decks even sweeter, although that might be difficult, is to follow a similar model that was placed in the Condition cards which to add a little something to the Deck to intrigue a wider audience. In the case of the Conditon cards there were 2 additional spells placed to add a little flavor and in the case with the other decks I have an idea. This may work better for the character decks than maybe the chase or plot decks, but what about including 1 or 2 additonal traits in the deck to add as a bonus to people buying these decks as well as providing the possibility of reaching others who might not have thought about the decks before. Just a thought, let me know what you think. game on friends......
I do have a question. Do the backs of these cards have the same art as the first set of plot twist cards?
The reason I ask is cause I like to shuffle them all together and hand 1 out to each PC at each level. So I would like these to be able to shuffle in with the old ones.
Awesome awesome awesome!!!! I love the first deck of plot twist cards and hope these match up to the greatness. One thing I would really like to see with future card decks is something similar to the latest Gamma World game with cards that you can play with a combat benefit and then something you can gamble on for greater or potentially lesser effect. That made the one game of Gamma World I played a whole lotta fun.
I do have a question. Do the backs of these cards have the same art as the first set of plot twist cards?
The reason I ask is cause I like to shuffle them all together and hand 1 out to each PC at each level. So I would like these to be able to shuffle in with the old ones.
I'm back in New York this week, I hope this is available at my FLGS (The Complete Strategist) - otherwise it's going to be added to the next AP shipment.
Got my cards a few days ago. Great stuff, but one complaint from me - the backs of the card 100% match the original Plot Twist cards. Would have been nice if they were a little different, so I could keep them separate from the original deck ore easily, without have to look at the tiny text on the bottom front of the cards.
Got my cards a few days ago. Great stuff, but one complaint from me - the backs of the card 100% match the original Plot Twist cards. Would have been nice if they were a little different, so I could keep them separate from the original deck ore easily, without have to look at the tiny text on the bottom front of the cards.
Have to disagree here. I appreciate the identical backing to facilitate the two being shuffled together.
While I understand your preference, the decision to do so wasn't an arbitrary one.
Got my cards a few days ago. Great stuff, but one complaint from me - the backs of the card 100% match the original Plot Twist cards. Would have been nice if they were a little different, so I could keep them separate from the original deck ore easily, without have to look at the tiny text on the bottom front of the cards.
Have to disagree here. I appreciate the identical backing to facilitate the two being shuffled together.
While I understand your preference, the decision to do so wasn't an arbitrary one.
Also, easier to mark one set of cards to make them stand out than it is to make two sets of disimilar cards look the same.
Yeah, I'm gonna chime in and say that was my worry upon opening them, and I was relieved to see they have the exact same back.
In fact, I'd prefer they were *more* the same; when you stack them together you can still see a difference between them. Not that it matters overly much, it's just something I noticed :)
I guess I'm a little slow... how exactly do these plot twist cards get used?
Plot Twist cards are used to alter the course of the game in some fashion, and there is a choice between a mechanical effect or a story effect, giving the players a chance to change the story beyond lucky (or unlucky) dice rolls. As written, players get one of these at campaign start and at every level, and they can give the card to the GM to suggest a possible way for the events to play out. They can be used on anybody's turn and can often turn a bad situation into a good one (as I hinted at with the sinspawn in the store blog).
If you're not comfortable being in the GM's seat and having curve balls thrown your way, this might not be the product for you, but if you are, or want to loosen up as a GM, then check them out!
I've used the original Plot Twist for more than just pen-and-paper RPGs.
They're great for generating story ideas, and there are some creative uses as well for board games like HeroQuest and Castle Ravenloft, for example. The pictures alone helped fill in some details while creating a setting for a game world.
I shuffled them up with a Harrow Deck and the cards from WotC's "Deck of Many Things" while generating story ideas and inventing game worlds... the different card backs didn't really bother me, but it's nice that these seem to match the original Plot Twist cards.
I'll definitely end up buying the Flashback deck soon :)
Why does the description say there are 51 cards? Aren't there normally 54 cards in a GameMastery deck?
I just now came to the product page to find out how many cards are in this deck because I counted my deck and -only- had 51 cards. I thought I might have lost one or pulled one out for some reason. The description no longer says how many cards are in the deck so past-me has just answered current-me's question over 7 years later. Though it may have seemed silly at the time, I'm glad I asked. :-)