How to use “maze” cards to randomly generate adventures that can cover any pillar of adventuring but are most useful for travel and exploration.

Table of Contents

Specific Implementations

TO DO

License

As a mechanics reference, the author considers the contents of this document to be game rules. As such, the author makes no moral claims to any copyright of the system mechanics.

To the extent possible under law, the author of Card Generated Adventures has waived all copyright and related or neighboring rights to Card Generated Adventures.

Glossary

Combat Encounter: Any kind of encounter that relies on combat training to resolve. One of the three Pillars of Adventuring.

Exploration Encounter: Any kind of encounter that relies on specialized knowledge in order to navigate wild or unknown locations and terrain, discover hidden secrets, or simply survive hostile environments. One of the three Pillars of Adventuring.

Pillars of Adventuring: The main aspects of tabletop role-playing game adventures and the types of encounters players face with their characters. These are social, exploration, and combat. Most games have some of all three, but some games focus on one or two.

Social Encounter: Any kind of encounter that relies on interpersonal communication and relationships in order to resolve, such as gathering clues from witnesses, verbal sparring and debate, interrogation, etc. One of the three Pillars of Adventuring.

Taxonomy of Cards

Cards come in a handful of types, and contain various features. This taxonomy and some of the mechanics are based on this post:

Why Mazes Suck in D&D and a Downloadable Card Game I Designed to Fix Them

Card Types

🛏️ Sanctuary

Anywhere player characters can pause, rest, or catch their breath to replenish resources (short-term or perhaps even longer term) with no direct consequences other than the time it takes to do so.