WotC recently announced major changes in their Rewards Program, effectively ending the player mailings entirely. To compensate, just about every player who had qualified for any rewards received all twenty current cards via download. This increases the odds that players will sit at your table with a stack of these cards expecting to use them during your adventure. We’ll go over the different types of cards available, their impacts on the game, and ways you can adjudicate their usage with minimal detraction. These rules can be found in the RPGA Character Creation Guide (current version is 1.7) and are subject to change.
Types of Cards
There are four card types; their names and effects are listed below:
* General Cards - These common cards affect play twice during a run. The first impact occurs when they are played; each card contains a one-time benefit for that player’s character. The second time occurs when the bonus is granted. In the upper right corner of general cards is a +1 or +2. This bonus may be given to any ally for any d20 roll after the die is thrown. This bonus may only be used once per session, may only be used after the original benefit is used, and may not stack with other card bonuses. There is no limit to the number of general cards in a card stack up to the maximm size of a player’s stack.
* Creation cards - These rare cards grant permission for a player to create a character somehow not usually permissible under the current rules set; perhaps there is a race or class restriction removed, an allowance of a normally prohibited feat, etc. Any of these cards used in the creation of a particular character must remain in that character’s stack for the character to be legal. Only one creation card may be in a stack, and it does count against a player’s stack size.
* Expansion cards - these uncommon cards provide new options a character may add when they level up; these options could be backgrounds, feats, etc. Any of these cards used to modify a particular character must remain in that character’s stack or else the character will have to retain or otherwise lose the benefit of the card. There is no limit to the number of expansion cards allowable in a card stack up to the maximum size of a player’s stack.
* Quest cards - these rare cards have in-game achievements spread across many modules; when all of the achievements have been obtained, this card then allows the character access to special closed mods. There is no limit to the number of quest cards in a card stack, and quest cards do NOT count against a player’s stack size.
The Card Stack
Each player may have a “stack” of cards in front of him; the size of this stack varies depending upon the level of the character and the type of cards present. Every character is entitled to 2 cards at 1st level and additional cards are added every 5 levels beyond 1st (6, 11, 16, 21, and 26). Only one of these cards may be a creation card; the remainder must be either general or expansion. In addition to these cards, the stack may contain any number of quest cards. Stack limits look like this:
| Level |
|
Maximum Stack Size |
| 1 |
|
2 |
| 6 |
|
3 |
| 11 |
|
5 |
| 16 |
|
6 |
| 21 |
|
8 |
| 26 |
|
9 |
Only one of these cards can be a creation card. The maximum stack size does NOT take into account quest cards.
Adjudicating Reward Card Usage
Of the four card types, only two have a direct impact on in-game play: general cards and quest cards. The other two card types merely need to be in a player’s stack if they represent some facet of character generation.
* General Cards. The primary purpose is easy to manage; if the player meets the condition they are rewarded with a specific action. To date, I haven’t seen any cards with a cause and effect scenario that wasn’t clear. The secondary purpose has a larger affect on in-game play, as the bonus retains it’s potential until used and alters the dice roll AFTER it’s completed; this means that you will get a LOT of questions along the lines of “would a +1 (or +2) alter this result?” With potentially six players having cards active, this can become a real drag. My advice is to get in the habit of announcing to folks whether a bonus would impact the result. That way, you put that info out there as part of your information transfer and not have to deal with a bunch of interruptions.
* Quest cards. When both you and the player(s) recognize a quest event, you have a great opportunity for some role playing; play up the drama, the intrigue, etc. I suggest making note cards for the character so he can add it to his folder. I recommend prepping note cards when you happen upon a rewards event in the mod; then, when players trigger the event and have the quest card, you can give them your prep card and quickly wrap up the administrative work without disrupting the flow of play. Other than serving as notice that a particular part of the quest is complete, these cards have no effect during play.
Reward cards add a small dimension of player control to the events of a run; being prepared for them takes very little work on your part and a]enhance the player’s experience. Now you are ready for them!
Tags: Conventions, RPGA, Running