Mapping Cards – Mountain Climb – AWMC035

Publisher: Flynnkd GamesMapping Cards are a simple way of quickly constructing a random ‘dungeon like’ adventure area using a card deck mechanic.  Using a set of standard sized cards with simple words or symbols the players/GM can draw cards and line them up as they chose.
The GM controls what is present by what cards are in the deck. They can control the order of the cards as well, with the ENTRY card always being the first card in the deck. The Exit card will often be the last card.
GMs may more rigidly control the layout of the cards by placing them in a set format, face down on the table, so the players cannot see what they are until they move onto the card.
You can require that the cards be laid with solid contact along their edges, or not. You can limit playing of cards into a defined area (like your tabletop for starters). You can prevent overlapping or not, that’s your choice.
The single important thing to remember with this tool is that the card merely represents an area the players are entering, and is not the detail of the location. The detail should be evoked by the name of the room and whatever other narrative descriptions you wish to apply to it (the GM can assign aspects to the room).
If you use a tightly controlled grid in your game then these cards probably wont suit you style of play. If you use a narrative free form style, or an area based system then they are ideal.
Remember that the corridors represent what ever joins the room they are leaving and the room they are moving to. The card is a symbol of the journey, not an accurate physical entity. A corridor in a Secret Base, or a Space Station, or an Ocean Liner or in a Dirigible is just a space with a floor, connecting two points.Price: $1.00
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Mapping Cards – Mountain Climb – AWMC035

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