Here's the third batch of cards for the substitute GM deck. In case you missed the first two, it's an attempt to get more colourful events into wargaming rulesets, but without the players needing an arbitrator. It follows up a discussion with Big Jim, but it's not aimed specifically at 40K, or any one system or setting, and it could fit tactical roleplaying too.

The first seven cards in the deck, i.e. Spill, Spark, Plume, Flaw, Gust, Lapse and Agent, can all be found here and there's a general approach to using the deck as a whole here.

The three in this batch cover a spectacular or horrific loss that affects morale, a flock of creatures being disturbed and relocating, as well as birdstrikes, and a slip, suspicion or disagreement that turns into internal conflict or mutiny, possibly even a coup attempt.

As with the earlier batches, this batch can build on the effects of other cards in the deck and bring new effects into play, making it possible to set up interlinked chains of events.






As ever, all feedback is welcome, and the blank card is here if you want to create more.
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