The GameMaster’s Apprentice? A funny name for a little card-based tool. I playtested this yesterday had a lot of fun. It is a set of 60 poker-sized double printed cards with tons of random generators. At the same time, it’s a “GM-emulator” which you can use for solo role-playing. Each card contains 14 different randomizers 1. That’s a lot. Thus, you get a lot of material to choose from. You can get them HERE (aff): The Print-and-Play-PDF costs USD $9.99, Cards & PDF come at $19.99.
What’s the deal?
First off, I’m very happy with these cards. The generators are useful
and each card contains a lot of information for you to use. While I like
online generators like
Abulafia,
they’re a) internet-based and b) you need to dig around sometimes for
the “right” randomizers. Other tools only have one or two kinds of
generator (for example the Short Order Heroes
cards: d6 results + an adjective).
While the GMA of course doesn’t have everything, the 14 randomizers will
get you pretty far. Personally, I’m missing an image generator (like
Rory’s Story Cubes or Tangent Zero
Dice). I like them
because they are very open to interpretation. However, the GMA offsets
that with the Tag Symbols, the Elemental Symbols and the Norse Runes. I
have to look up their meaning in the instruction PDF, but that’s ok.
They provide a similar result. If you like, you can give the symbols
their own meaning or customize them for your campaign. The GMA is one of
the few “complete” tools for solo role-playing that I’ve seen. It has a
difficulty generator, dice results and an “oracle” (the Likely Odds
which tell you the answer to a Yes-No-question) and it comes with
several more randomizers to use.
Normally, I use at least three tools for solo role-playing: a solo
system/GM emulator, dice/a dice app AND a seed/event generator (in my
case an image randomizer). But with the GMA you can have everything
rolled up into one tool. That’s pretty nifty.
(That’s also a great way to play while traveling as you would only need
the cards and a way to write down things - no need for rolling dice.) As
for ideas on how to use the cards: the instruction booklet has some more
bells and whistles you can try, but I only used the “basic” version
which already works fine for most situations. Furthermore, there are
so-called Adventure Guides for different settings in the works (i.e.
Fantasy, Horror) which even give you even more utility.
Look & Feel
The design of the cards is pretty crowded albeit still usable. I would have liked to see a sleeker layout with more contrast/colors to distinguish the different randomizers. But all in all, it works though I don’t find it particularly pretty. I ordered the print-on-demand cards. The quality is acceptable but not superb. The thickness of the cards is ok, but I had several missprints in my order and many cards are slightly worn out at the edges. It’s not too bad, but I’m very picky about things like that. Luckily, Drivethrucards will send me at least a replacement for the missprinted cards. Normally, the card quality tends to be a bit better, perhaps I got a low-quality batch. The instruction PDF is barebones. It looks like it’s written in a word processor. There is nothing fancy here. It’s not bookmarked but, the index is hyperlinked. The instructions are easy to understand and there are some good tips for using the randomizers as a GM tool or a solitaire tool.
Summary
If you want to buy the print-on-demand-cards it’s not a cheap investment
(USD $19.99 + shipping) but one that delivers a lot of value if you like
randomizers. The print-and-play-version is considerably cheaper (USD
$9.99) and you can choose if you want to print out the cards in color
(brownish) or black and white. As a solo role-playing tool, this simply
rocks because there are so many generators rolled into one card. I’d
guess that the GMA is also handy for Game Masters who want to use the
cards as a help in running or prepping games. For instance, you could
use the Story Seeds or Plot Hooks to come up with an adventure idea.
Especially the randomizers for NPC creation are pretty nifty: it’s easy
to come up with a name, some basic personality (Virtues/Vices) and other
information (using the Belongings section or the Sensory Snippets).
Furthermore, if you’re stuck on how to proceed in your running game, you
could use the cards to come to a decision or introduce a twist.
I can’t say anything about how well randomized the cards are. In my
playtest I didn’t find obvious errors, so for me that’s not a concern.
The GameMaster’s Apprentice is exactly what I have hoped it to be
when I backed the Kickstarter: a wonderful cards-based randomizer aid.
It is especially handy for solitaire role-playing but surely also useful
for running and prepping games.
Links: GameMaster’s Apprentice @DrivethruCards (aff) (Print-and-Play-PDF USD $9.99, Cards & PDF $19.99) Kickstarter
- Check out this graphic from the [Kickstarter