How do you handle plot twist cards?


Homebrew and House Rules


I'm wanting to utilize these decks in my campaign, but I'm not sure if I want to use these as written. I have some vague ideas on how these can work, but I'm looking for some ideas.

Any variant rules or fun ideas being used out there?

Lantern Lodge

What I do is have each player draw 1 card at first level and each time they level up. They can use them at anytime by giving me a description of what they card does and giving me the card.

This way they feel special and allows them to have a direct effect on the outcome of some parts of the story, but in a very limited way.

Sczarni RPG Superstar 2012 Top 32

I give various XP based on how the card is used. They get a card every level. Bonus card is voted (secret ballot) every 3-4 sessions based on roleplay.

If they use the mechanical bonus (the bit with numbers), they get no bonus XP for the encounter.

If they use a d4 to randomly select the plot line, they get a 5-10% bonus for the encounter or an amount of XP appropriate per level (5% of XP for next level).

If they present exactly how they think one of the listed ideas has an effect, they get 15-20% bonus for the encounter or level appropriate XP (10% XP to get next level).


I like the reward system. I think I'll reward hero points instead.

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