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qdwag
April 1st, 2020, 17:10
Hi guys,

I'm new to SW.

Just wondering, is the Adventure Deck necessary? Do I need to buy it and does what it adds to the game make it worthwhile?

Thanks in advance!

lozanoje
April 1st, 2020, 18:15
I was contrary to the use of the adventure deck when I started playing SW (also of random initiative based on cards, I must admit). Now, I couldn’t live without both. I absolute love the sense of unexpectancy the adventure deck offer, especially if you don’t peek at your player's cards. And, moreover, the second thing my players ask for when we start are their pretty little cards, they need them! (the first thing are bennis, of course). I also love the action cards for initiative, it gives an unpredictable touch to combat, they can’t make plans in advance considering they don’t know who acts first.

So, currently, for my group, adventure deck is a must-have. You can create on your own (i have a tutorial in my YouTube Channel in Spanish) or use the official deck, which is wonderfully automated.

Matchstickman
April 1st, 2020, 18:43
It's a fun addition to the core rules but it's essential... if I were to compare it to another medium I would say it's like DLC for a video game that adds optional abilities to your character but no additional plot, you can play without it just fine but playing with it just gives you more options on how to approach a situation.

qdwag
April 2nd, 2020, 02:49
Thanks a lot guys! Sounds cool. Can you take Powers cards out of the adventure deck though? For the games where magic doesn’t exist.

lozanoje
April 2nd, 2020, 10:06
Thanks a lot guys! Sounds cool. Can you take Powers cards out of the adventure deck though? For the games where magic doesn’t exist.

You can customize your deck, I have a program that I posted in the forum, removing cards that you dont want to use, or replace them if a player gets one.

IceBear
April 2nd, 2020, 12:01
We've been only playing SW for about 3 years. Since we normally play face to face and having physical objects shipped to me is ridiculously expensive we've never used the adventure deck and it works without it just fine. I have heard that it is something that adds a lot and most people keep using once they do

Mgrancey
April 4th, 2020, 19:46
My 2 bennies, is that between playing with and playing without adventure deck, is that while occasionally the Adventure deck is applicable, its usually not something that comes up as useful. Might be of more value when PCs are higher rank, since you can get 1 per rank, but I have played up to Veteran with it and usually it was either not applicable or of little use.

Haven't seen it to much effect yet but new benny rule about influencing story might make them obsolete, haven't looked at SWADE deck yet.

qdwag
April 5th, 2020, 04:56
Thanks for the feedback.

Lonewolfreloaded
April 5th, 2020, 15:35
Hi guys,

I'm new to SW.

Just wondering, is the Adventure Deck necessary? Do I need to buy it and does what it adds to the game make it worthwhile?

Thanks in advance!

Looking at this question from pure real world table mechanics. Here is my 2 bennies. Adventure Deck is not absolutely necessary. It great fun but you will not need it to play. I think it is totally worth it.

What it does do is add a little bit of a surprise into a gaming session. Especially when nobody sitting at the table knows what cards are in play. A player can only play one card session (Unless they have adventure card that allows an extra draw or the Destiny's Child Edge). A character may get to draw more cards by rank but the player can only play one.

They get to surprise other players and GM with a power up that changes the game. It is not a rule that cards should be secret but it is fun. Cards can be traded around the table at any time. It just a random one time special bonus that is fun for players to mess around with.

Use is optional. I like them in high adventure pulp fiction settings (most of SW then). I will not use them in more realistic settings where the players are more helpless. It a nice physical setting rule that players seem to respond well to.

Under the new SWADE deck. Card selection has been revised a bit. There is removal of all cards that help players become unshaken. These all stopped being useful when later printings of the Delux Edition changed the rules on shaken (no raise required). It made sense to drop them when making the new deck.

So what we have left in SWADE is a deck that mostly gives temporary combat abilities that playes can throw onto that table that mix things up in a fast and furious way. They should be a bit more useful and less of a problem for the plot of a game.

The FG Adventure Deck duplicates the real thing perfectly. It is also faily easy to modify. So you can take tailor the deck to the campaign. Pull out or add cards as required. There lots of community support out there for this.

qdwag
April 5th, 2020, 15:50
Thanks!

mac40k
April 5th, 2020, 17:15
I can only echo what Lonewolfreloaded said. I have used them in some campaigns I've run and not in others depending on the tone of the campaign. I have played in both games with them and without them. They can add to the game in interesting ways. Most of the cards aren't too overly complex in their adjudication, but there are a few that may make GM's that are a little less comfortable with winging it at the table want to take them out rather than have to deal with them.