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Encounter Building Cards: TrapsClick to magnify

Encounter Building Cards: Traps

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Use to Play RPG Solo or as GM Inspiration

The Encounter Building Decks are meant to replace (or at least help) the Game Master in any medieval fantasy-based role-playing game by providing locations, traps, combatants, and decision making in any adventure you can imagine.  The system-less design of these decks allow them to be used with your RPG of choice and let the cards be idea generators rather than specific rules of play.  The decks came about from my desire to play an RPG solo while still having a sense of discovery and unknown.  I got tired of “exploring” maps that I had set-up ahead of time because I always knew what was in the next room!  While these cards won’t replace all the planning completely, the GM (or players who want to play without a GM) only need come up with the general story of the session, have level-appropriate stat blocks in mind, and bring the player characters.  These cards will do the rest!  This means the GM can play as a PC, the group can play without a GM after agreeing upon the general storyline, or you could solo-play your favorite RPG.

There are currently four specific decks you can use with 60 cards each.  They are:

  1. Decisions Deck– These cards act as the stand-in GM by giving answers to yes/no questions, random die rolls, random events, details about an event, and even a simple quest generator.  This deck is the barebones necessity if you want to try playing without a GM.
  2. Locations Deck – These cards describe a location within four different types of environments.  They also give information about the number of exits (doors) within each room location, whether those doors are locked or not, and if there are secret doors to find.  While this doesn’t give you an exact map of each location, it does give you enough description and randomness to truly explore a dungeon or castle never knowing what the next room will bring.
  3. Traps Deck – These cards contain 120 possibilities for traps such pitfalls, crushing walls, magical auras to defeat, and more.
  4. Combat Deck – Come to a room filled with bad guys?  Who are they?  How do they fight?  These cards detail combat encounters you may have.  They give you the general type of enemy, how they attack, what their intentions are, difficulty level, special equipment or tactics, and more.

Use as many or as few of the decks as you would like.  If you’re solo playing an RPG, you might want all four decks.  If you’re a dedicated GM with a group of players, you may find the Locations, Combats, and Traps most useful for generating ideas or to use directly during gameplay.  Alternately, a group could play without a GM by giving more control over to the cards and seeing where they story takes you.

Before you purchase any deck, you can check out this 18 page PDF rulebook detailing how to use this deck and the other three decks in the series.  It's free!  Download it and see if it will work for you!

You might also find it helpful to check out my website with the "Publisher Website" link on the right where I have everything loaded into a web app that you can use for free.  Try it out!  If you like it, come back and purchase the cards!

What do I get with a purchase?

You can purchase the "Multiple File Formats" option and receive:

  • A print-n-play version of all 60 card Encounter Building Cards for this specific deck
  • A single page PDF with Javascript enabled buttons that will randomly generate the values, and
  • A ZIP folder of individual card PNG files.

You can purchase the "Cards" option and receive:

  • The physical 60 card deck.  NOTE: The deck does not come with a box, so you may want to add a box to your purchase during checkout.

You can also purchase both the "Multiple File Formats" and "Cards" to receive all the digital files and the physical card deck as well.

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Product Information
Electrum seller
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42.4 MB
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File Last Updated:
May 12, 2020
This title was added to our catalog on July 22, 2016.