During my group's last session, I wanted to reward some exceptional playing with something special, but not game-breakingly good. On the fly, I came up with the idea of a "Deck of Many Other Things", much like the legendary Deck of Many Things but mostly loaded up with plot fuel. It follows the same model as the standard deck, but the cards are more phenomenon based than mechanical.
But how, you ask, did you generate a list of novel cards like this on the fly? This is where the dreaded, all-consuming behemoth that is AI comes into play. I simply a prompt (much like what I wrote above) into ChatGPT, and out came this card list. Well, mostly. I changed a few things. I don't know where the seed material was sourced from, but whomever it may be, if not the bot itself, I thank you.
If you like it, feel free to use it.
The Deck of Many Other Things
(Draw at your own risk. Or delight.)
1. The Fool (Upright Only)
You immediately gain an unexpected opportunity. It’s real, but you won’t recognize it until you almost miss it.
2. The Magician
One mundane object you own becomes slightly magical for a week. It works… just not how you expect.
3. The High Priestess
You learn a secret. Unfortunately, you don’t yet know what it’s useful for.
4. The Empress
Something you’ve been nurturing (a project, idea, friendship) grows faster than planned.
5. The Emperor
You are placed in charge of a situation you did not ask for. Authority is real; respect is negotiable.
6. The Hierophant
An old rule suddenly applies to you again. Breaking it has consequences you forgot existed.
7. The Lovers
You must make a choice between two equally appealing options. The unchosen path becomes… weird.
8. The Chariot
For the next day, momentum favors you. If you hesitate, the effect ends immediately.
9. Strength
You succeed at something through patience instead of force, even if force would’ve been easier.
10. The Hermit
You disappear from everyone’s notice for a short time. You still exist. Mostly.
11. Justice
A past action—good or bad—comes back balanced. Not punished. Not rewarded. Balanced.
12. The Hanged One
You must do something the hard way to gain a shortcut later.
13. Death
A chapter ends cleanly. No tragedy—just finality. You cannot go back.
14. Temperance
Two opposing things in your life suddenly work together. You don’t know how long it’ll last.
15. The Devil
You gain exactly what you want… but also exactly what comes with it.
16. The Tower
A false belief collapses dramatically. You’re safer afterward, even if it doesn’t feel like it.
17. The Star
Hope becomes tangible. Once, you may reroll, retry, or reconsider a failed outcome.
18. The Moon
Things are confusing, but your instincts are sharper than usual. Trust vibes over facts.
19. The Sun
Something hidden is revealed in the best possible light. Confidence becomes contagious.
20. Judgement
You are called to account for who you’ve become—not who you were.
21. The World
A long arc completes. You gain closure and a new beginning at the same time.
22. The Other Thing
The deck refuses to explain itself. Something strange happens later. The card vanishes.
Now the fun part of this is that none of these things are as mundane as "+2 to a stat" or "you get sucked into a black hole and die." Each draw provides an interesting tag to the player's story (or backstory if they bothered to create one) in media res, and when they draw multiple cards it's even better.
Case in point: the party's Archfey Warlock, let's call him Archie, who was starting to feel the constraints of his class at level 7 (2 spells per encounter is pretty restrictive) and asked if we might convert it over to D&D '24. Now I'd rather not shift the whole game over from '14 to '24 because I'm lazy and concerned about balance. Plus, a few players are brand new to the hobby, so there's heavy lifting on both sides of the screen.
But Archie declared he was going to draw 3 cards, and got the The World, Death, and Justice.
A long arc completes. You gain closure and a new beginning at the same time.
A chapter ends cleanly. No tragedy—just finality. You cannot go back.
A past action—good or bad—comes back balanced. Not punished. Not rewarded. Balanced.
When you put all these together, it kind of looks a bit like a career change, dunnit? Maybe Archie is a hot ticket in the lands of the Fey now that he's leveled up a bit and other members of the Summer Court desire him? Or maybe even members of the Unseelie Court? or the Nag Lord himself, Atanuwe?
I could imagine a fairy conclave of some sort, with various members of the Courts rubbing elbows and (predictably) gambling with the lives of mortals. I can imagine a card game in which Archie's patron wagers their contract. That's exciting! In fact, I'm thinking of having the players act out a card game of some sort, with several different factions present, and to the victor belongs the spoils!
In any event Archie may come away with a new patron and new powers, bestowed by a patron now glowing with joy over their victory. Of course, the fey are notorious for losing interest quickly...
The rest of the party received similar results, and I've had a blast trying to interpret what their new "dooms" might mean in the current setting.
NOTE: I'm really on the fence about AI in general, and I try not to rely on AI art at all. If I was to ever publish something, I would only use it as a mock-up to share with any potential illustrator. And it's pants at many things, such as maps. And I've tried using it as a "virtual DM" but it's not so good at that either. So while I may use it as a crutch at the table, I don't intend to go full cyborg.