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GeekList Item: Item for GeekList " 2026 Annual Geek Session Report Challenge "
Posted: Mon, 30 Mar 22:30:27
Posted: Mon, 30 Mar 22:30:27
by Farydia
An item RPG Item: Alliance Intelligence Reports has been added to the geeklist 2026 Annual Geek Session Report Challenge
New comment on Item for GeekList "Solo RPGs on Your Table - March 2026"
Posted: Mon, 30 Mar 22:26:02
The writer got back to me earlier and seemed very happy to get my honest (and a bit brutal) feedback. It sounds like the others just did some basic feedback but didn't hit too hard with their slaps.
Posted: Mon, 30 Mar 22:26:02
by Bifford
Related Item: Memorabilia, Programs, Catalogs and Other Material
JugglinDan wrote:
Proof-reading is tricky, but oh so important. I've done some in the past, but I've not done playtesting. This sounds like it was a little of both. My hat's off to you for putting in the time!
The writer got back to me earlier and seemed very happy to get my honest (and a bit brutal) feedback. It sounds like the others just did some basic feedback but didn't hit too hard with their slaps.
Review: Path of Morality:: The Short Version? Path of Morality does a good job of inspiring missions based on character.
Posted: Mon, 30 Mar 21:52:51
Presentation
This is available as both a pdf and a tarot-sized deck. The deck comes in a tuckbox with 36 cards and a folded sheet of instructions. The cards are black & white on good quality stock for cards -- both thick and glossy.
Content
The deck consists of 36 cards. Each card has a title, a brief description, an illustration and a number. The numbers range from 1 to 7 and cards are played sequentially, so once a 2 hits the table, only 2 and higher can be played. The 1s are themes and are reserved for the GM. They set the plan for the adventure. The rest of the cards are shuffled and each player gets 2 or 3 of them. They can then play them when they feel like they might help move the game in a new or exciting direction.
The general idea is that the GM reveals a theme, then players add "tone" by playing the cards in the 2s and 3s. The cards in the 4-7 range are considered climax cards and may end the use of cards at the GMs discretion. Once a card is played, the GM has the option to accept it, veto it, or edit it. Veto means the card is outright rejected, hopefully because it's not going advance the story but maybe because the GM doesn't like it. Edit means the player & the GM (and possibly the rest of the table) discuss the card and arrive at a slightly different version of the text which will better suit the story.
Players who play cards can draw new ones, but there's not a clear mechanic there. The four theme cards in this deck are Whispers in the Dark which finds players constantly hearing suggestions by voices in their head; The Path to Heaven which finds characters forced to choose between right and wrong; For They Are an Outlandish People tests the character's ability to adapt to new cultures; and Shades of Gray which starts an adventure where right and wrong are not obvious.
The composition of the deck is
Rules summary - 1 card
1 - 4 cards
2 - 7 cards
3 - 7 cards
4 - 6 cards
5 - 5 cards
6 - 4 cards
7 - 2 cards
Evaluation
The cards are interesting and the themes definitely encourage an adventure where the characters moral beliefs will be important. The cards are an interesting crutch to try and get more input from the players during the adventure. I'm not convinced how well they'd work in play -- giving the gm the ability to veto means GMs who don't welcome player input could just ignore it all and make things even more frustrating.
There's an alternate use where the GM uses the cards as part of adventure prep to help create different ideas. This seems like it would work for most GMs and may help make the cards a better purchase. I do think cards may be better than a table here since it's much easier to pick a nearby choice with a table. You could pick the card or deal a new one, but I think that feels more like fudging than reading a different line on a table.
Posted: Mon, 30 Mar 21:52:51
by sdonohue
Path of Hope is a 2017 release from Nocturnal Media. It is intended for use with any rpg system. It was designed by Roderick Robertson and illustrated by Jennifer Wieck and Richard Thomas (I).Presentation
This is available as both a pdf and a tarot-sized deck. The deck comes in a tuckbox with 36 cards and a folded sheet of instructions. The cards are black & white on good quality stock for cards -- both thick and glossy.
Content
The deck consists of 36 cards. Each card has a title, a brief description, an illustration and a number. The numbers range from 1 to 7 and cards are played sequentially, so once a 2 hits the table, only 2 and higher can be played. The 1s are themes and are reserved for the GM. They set the plan for the adventure. The rest of the cards are shuffled and each player gets 2 or 3 of them. They can then play them when they feel like they might help move the game in a new or exciting direction.
The general idea is that the GM reveals a theme, then players add "tone" by playing the cards in the 2s and 3s. The cards in the 4-7 range are considered climax cards and may end the use of cards at the GMs discretion. Once a card is played, the GM has the option to accept it, veto it, or edit it. Veto means the card is outright rejected, hopefully because it's not going advance the story but maybe because the GM doesn't like it. Edit means the player & the GM (and possibly the rest of the table) discuss the card and arrive at a slightly different version of the text which will better suit the story.
Players who play cards can draw new ones, but there's not a clear mechanic there. The four theme cards in this deck are Whispers in the Dark which finds players constantly hearing suggestions by voices in their head; The Path to Heaven which finds characters forced to choose between right and wrong; For They Are an Outlandish People tests the character's ability to adapt to new cultures; and Shades of Gray which starts an adventure where right and wrong are not obvious.
The composition of the deck is
Rules summary - 1 card
1 - 4 cards
2 - 7 cards
3 - 7 cards
4 - 6 cards
5 - 5 cards
6 - 4 cards
7 - 2 cards
Evaluation
The cards are interesting and the themes definitely encourage an adventure where the characters moral beliefs will be important. The cards are an interesting crutch to try and get more input from the players during the adventure. I'm not convinced how well they'd work in play -- giving the gm the ability to veto means GMs who don't welcome player input could just ignore it all and make things even more frustrating.
There's an alternate use where the GM uses the cards as part of adventure prep to help create different ideas. This seems like it would work for most GMs and may help make the cards a better purchase. I do think cards may be better than a table here since it's much easier to pick a nearby choice with a table. You could pick the card or deal a new one, but I think that feels more like fudging than reading a different line on a table.
New Image for Playing at the World (2E) Volume 2: Three Pillars of Roleplaying Games
Posted: Mon, 30 Mar 21:52:30
Posted: Mon, 30 Mar 21:52:30


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