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Encounter Building Cards: Traps

Encounter Building Cards: Traps

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The Encounter Building Decks are meant to replace (or at least help) the Game Master in any 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 Physical Card 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.  (Decision Cards PDF Print-n-Play plus Random Generating Buttons)
  2. Locations Physical Card 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. (Location Cards PDF Print-n-Play plus Random Generating Buttons)
  3. Traps Physical Card Deck – These cards contain 120 possibilities for traps such pitfalls, crushing walls, magical auras to defeat, and more. (Trap Cards PDF Print-n-Play plus Random Generating Buttons)
  4. Combat Physical Card 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. (Combat Cards PDF Print-n-Play plus Random Generating Buttons)

You should feel free to 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.  Less prep and giving more control over to the cards allows you to create a PC to play in your own campaign.

By purchasing this deck, you will get the 60 card Encounter Building Cards: Traps physical card deck and a PDF version of the cards for which you may want this 18 page PDF rulebook detailing how to use this deck and the other three decks in the series.

PLEASE NOTE: This 60 card deck comes without a box as do most card decks purchased on DriveThruRPG.  You may choose to add a box as an add-on during the purchasing process.

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Product Information
Publisher Stock #
File Size:
8.16 MB
Original electronic
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File Last Updated:
January 08, 2017
This title was added to our catalog on July 22, 2016.