#havent even started the minor arcana yet
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captainsieni 1 year ago
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Thank you so much!鉂わ笍 As for the deck I am hoping to when it鈥檚 finished but I got many cards to do still.馃檲鉂わ笍
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Baldur鈥檚 Gate 3 Tarot
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artaphant 6 years ago
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I have the strong urge to make a Critical Role Tarot Deck
I know they made a vox machina major arcana and my art is nowhere near anything vaguely pretty but I have ideas! And a desire to create for the minor cards as well using scenes of the story- with the Major Arcana meant to invoke the character as a whole. Like Vax the Fool- running headfirst into any issue but also never wanting to take those foolhardy choices back even if he could.
So far I have the Major Arcana filled through and then gonna start into the minor arcana as best I can.
At some point I will post the list of cards to be (mostly because hooo boy am I not an artist they will be kinda sad looking images from me and people running with this idea would be nifty) for Vox Machina and some Mighty Nein too (but we havent seen all characters to come, or all scenes to come)
Also I'm just excited for a project and wish to share. Don't forget to love each other and is it Thursday yet?
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omophagic-beast 2 years ago
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WELL TWIST MY ARM WHY DONT YOU (id be delighted to) OK MORE DETAILS UNDER THE CUT
this is the game im writing for Record Jam 2k23, its inspired by the four wind albums by the Oh Hellos.
You play through the four phases/cycles/seasons, starting with Notos, the summer wind. In Notos you create your characters and the world around them, pulling from the tarot deck to inspire you as you go. For example, your characters have three cards, one major arcana and two minor. Your major arcana card goes in the center, representing the heart of your character. The first minor arcana goes to the left, representing who your character has been, the second to the right, representing who they could be.
You also create the country your characters live in, their town, and lastly their home.
I'm thinking of this being one session, that goes for around 2 hours.
Then in Eurus, the autumn wind, your country is going to war. You play to figure out who you're going to war against, why the conflict has started, and how your characters react to it.
One of your characters gets called to fight, and has to leave the other behind.
Currently I have it so each player pulls two minor arcana, adding the values together (ie. you pull the two of swords and the five of wands, you've got a seven) and the person with the highest number is who leaves. You then play through four scenes, each inspired by one of the four cards you have pulled.
Players also invert their characters major arcana cards, to represent that they're emphasizing the worst parts of themselves throughout this phase.
This would also be a session on its own, again going for around 2-3 hours.
Boreas, the winter wind, is an epistolary phase. You write letters from the perspectives of your characters as they deal with being apart from one another, with their country in upheaval around them.
In this phase you turn your characters major arcana cards to the side, cause while they certainly arent ok, they're not necessarily at their worst either.
This is where you could really pull a lot of cards. My initial idea was to have players pull from the deck each time they write a letter, to kind of see what's been going on for them. As its written right now, players can decide how long they want this phase to go. It's meant to span months in in-game time, but you could just write two letters each over the span of a week irl, yannow?
or you could go wild and write a bunch of letters to eachother over a month!
But I've also been thinking about shortening this a lot, by just having players describe the letters their characters have written rather than actually writing them out. Idk! I personally really really like epistolary games, and think having there be actual days between correspondence captures the feel of winter.
lastly theres Zephyrus, spring.
i havent fully written this one out yet, but the idea is that the war has ended, whatever that may mean, and your characters are back together again. now they just have to figure out what coming home means when so much has changed.
You do turn your characters major arcana cards upright again though, cause if nothing else this game is about hope.
OK SO
this is the roughest first draft version of the rules and i think there is A Lot of fluff here. Like, do players really need to create their country and their specific town? Or is the inverting/righting of the major arcana card unnecessary? how are you going to create a cohesive card spread at the end if theres this epistolary phase in the middle of everything?
and of course the biggest question is: do they need to be pulling that many cards?
and i havent even mentioned the stage play thats going along side the rules, where two example players are going through the game but their characters only speak in lyrics from Oh Hellos songs.
but this is what ive got so far!! i am 100% looking for feedback, and if any mutuals would like to see the full actual draft you can DM me n ill slide you my discord handle.
HELLO EVERYONE
CAN I GET A QUICK VIBE CHECK ON USING THE ENTIRE DECK OF TAROT CARDS IN A TWO PLAYER TTRPG
other details:
-its a game with four phases
-each phase uses tarot cards in similar but different ways to tell the parts of the story
-im essentially at a part where i can say "each person draw their own card" or "draw one card and use it as inspiration for both of your parts"
-i would absolutely make a giant diagram showing how you could lay out all the cards
THOUGHTS?
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