I’ve always been fascinated with the tarot, and have collected sets from a young age.
One of the best things in life is the vesica piscis where our various quirks, eccentricities and hobbies can find common ground and merge…combining those things we enjoy the most into something new and exciting always feels good.
Following that avenue, I always wanted to meld my love of tarot cards with TTRPGs into some kind of occult homunculus that those 80’s televangelists would give themselves conniptions warning you about.
Eventually, I succeeded in doing so - I think. Although I haven’t managed to put a TV preacher into apoplexy. Yet.
The first method I use is the simplest. I also wanna throw out the disclaimer - you don’t need to know the first thing about tarot cards to use these methods.
Because of the wonders of this technological age, you don’t even need to have a physical set of cards - there are websites like this one that will not only randomize a card for you, but also give you a quick run-down on its basic meaning.
This primary method is for those moments (I know we’ve all had them) at the table where I feel like I’ve “hit the wall.”
The action slows, maybe things went in directions I didn’t plan, those pesky players ran in the opposite direction of where the carefully crafted plot-hook lay…whatever it is, these kinds of situations can leave you feeling stuck. Uninspired. Even a little anxiety ridden with questions like, “ok, what the hell do I do now?”
This is where these wonderful cards can come to our rescue.
I keep a set at my table for aesthetic reasons mainly - I have lots of different ones, so I can also choose one that fits the flavor of the game pretty easily.
Here’s all I do - flip one, and let the first thing that jumps into my mind guide me.
This could be a keyword from its interpretation, something that strikes me about the artwork on the card, or even something as simple as its name, especially if it is from one of the so-called “Major Arcana,” cards that denote certain amorphous concepts and things, like “The Tower,” or “The Chariot.”
Whatever it is, if I don’t like it, I flip another one, using the tarot as an…oracle. (A little on the nose, I knows.)
That’s the most basic one - for those who don’t know their tarot ABC’s as well, using that website I listed before can get you out of a jam in a pinch. It’s also a solid tool for solo roleplaying as well, and can help you guide your own journey in the Ironlands, some forlorn dungeon, beyond the stars or wherever you may be roaming.
The second one is essentially an interconnected version of this, and is best used outside of gameplay, although you can see it emerge as a complete structure in solo play.
This is just an excellent tool in general, and can be great to use for brainstorming, writing/journaling, or just jumpstarting your next adventure creation session.
In this, we will pick a number of “beats” or encounters that we want our session, adventure, or campaign to be.
We place a number of cards equal to our total “encounters” or story beats or whatever we want to call them, and we flip them one at a time, jotting or typing notes as we go. For now, don’t worry about making it cohesive or writing the Great Midgardian Novel…just write down interesting concepts that excite you or take your fancy.
Example:
I’ve decided I want to run a single a long adventure for my single Thursday night player, and that this story will involve 6 main “beats” or “major encounters.”
Obviously, some of this will be dictated by the players actions, but I’m merely setting up situations that may happen or affect them during the course of the evening’s play session.
I lay down 6 cards, facedown, and begin to turn them.
For this example, I did it “fair and square” to show you how I’d actually do this.
(I’m using the Marigold Tarot here, by Amrit Brar, a beautiful gilded set of cards that come in a nice back and gold box - lots of daggers, skulls, and flowers throughout. I recommend using one that appeals visually - the classic Rider-Waite deck is great because the pictures are very evocative and allow you to intuitively put together narratives by deciding what’s happening in the image.)
My first “draw” is the Six of Swords, in its upside down or reversed position.
Without going all “deep dive” on the cards here, I’ll just grab some quick inspiration from a website and snatch a sentence or word I like.
In this case, “a forced move or transition.”
Bang. I decide the adventure will kick off with the player being ousted from their village by being framed up for some reason (that hopefully will become clear later in the process), by someone who will be their - at least short term - nemesis. They are run off from the village with next to nothing.
Second card is the 8 of Cups, also reversed. I’m seeing a trend for this unlucky individual.
I snatch another few sentences and come to the conclusion that our young hero will be presented with many pathways.
Their nemesis is unclear to them, and I will throw many clues, red herrings, and micro encounters together during the session for them to attempt to ascertain who they must take revenge upon!
Oh, my. The Page of Cups. ALSO REVERSED. This is beginning to feel like a George R.R. Martin storyline. (Yeah, so, anyways, like - a lot of bad shit is going to happen…)
Bad news. Literally.
At this stage, someone will bring the PC some kind of big, bad news that might shift their attentions for a minute. I’m thinking on a large scale - maybe a war breaks out, or someone important in the campaign has been killed. Obviously, whichever it is, the blackguard who got them exiled is connected!
Getting a little ridiculous, here.
The World. Upside down.
Again, we can take this one pretty literally. Maybe the news the PCs received has really thrown the campaign world into complete disarray and chaos. Did things go the bad guys way and maybe he’s been crowned or something, or maybe he’s discovered his big artifact and done something terrible with it?
Let’s read on!
The Hanged Man.
Definitely a plot-critical event, perhaps indicating a major decision the PC will have to make between the lesser of two evils, or potential sacrificing someone important.
This can be a terrific idea for a scene where someone, maybe an NPC who has become close to them, or even themselves, might wind up in a terrible choice in order to win the day and topple the bad guy. The stuff that drama is made of!!!
Our final card: The 9 of Wands.
A perfect finisher card - trouble, adversity, ultimately standing strong in the face of challenging or even terrible events.
The knowledge that even victory can be incomplete and more battles are necessary.
This card could mean that after the climax scene, and victory is won, it might be victory…for now.
The bad guy may have been beaten, but escaped. Or maybe even killed, but the lasting effects of their moves this adventure have long term repercussions that will need to be undone.
Either way, a nice card to finish a “wider plot” sort of thing.
The best aspect of the tarot is you can use them for “macro” and “micro” planning - sorting out thematic elements of a long adventure with one player, where you want lean into the drama, or even just to flip one and hurry a session along into a new complication, or using them as “twists” during a social encounter…
They are great storytelling tools, which, at the end of the day, is their intended function after all.
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Or, let me know in the comments what you liked or think could improve, and maybe suggest a topic for a future piece.
Keep your blades sharp!
- Castle Grief
There were a bunch of card toolkits back in the 90s, not necessarily tarot specific. EVERWAY being maybe the most elaborate. ARS MAGICA had an optional one. Earlier, LACE & STEEL used the tarot for character creation, which I liked a lot.
Nowadays, there are stand-along DMless things like FOR THE QUEEN, which I've enjoyed at a couple of cons.