Ultimate RPG Campfire Cards

I love this idea, question cards (150 of them) to spark discussion and create connections between the characters in your campaign. The idea is simple, your party of adventurers make camp or roll into the tavern, everybody draws two cards and the character development begins. But will it work? Seems like it should, but players have a way of taking the wind out of my sails when it comes to clever ways to improve the game.

The cards are divided up into six categories: Past, Present, Companions, Dreams, World, and Hypotheticals. These are subjects for discussion and discovery. Use two, use three, use them all, you decide. Everyone draws two cards, one for their character to answer and one to ask another players character. Roll around the table until everyone has had a chance to ask and answer their questions. Everyone gets to know the characters better, maybe bonds are made or strengthened. And there you go, one boring night around the campfire turns into a fabulous session of roleplaying and character development.

I've perused the cards, but haven't had a chance to try this at my table. I can only hope that my players will think this is as cool an idea as I do. I wouldn't want to do it every session, but it makes for a cool special session or maybe a good filler when the adventure session goes faster than you expected and you don't want to call an end to the session.

As an added bonus the deck includes an X-Card for those of us who utilize that tool.

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