TEXT: Credits
  Original Design: Mark Rein•Hagen
  Additional Card Design: Roderick Robertson
  Card Face Art: Richard Thomas
  Card Back Art: Jennifer Wieck
  Original Editing: Lisa Stevens and Stewart Wieck
  New Edition Editing: Roderick Robertson
  Layout & Border Design: Aileen E. Miles
  Whimsy Cards were originally created by Jonathan Tweet 
  and Mark Rein•Hagen
  Storypath Cards offer your gaming group 
  a new way to roleplay, no matter which game 
  system you use. These cards provide a unique 
  way for you to create more dynamic and detailed 
  stories by harnessing your players’ imaginations. 
  Storypath Cards empower and encourage the 
  players to add to the story of your game.
  These cards allow a player to break into the 
  action and add a new detail or twist to the 
  story. Usually, this is something which adds to 
  the mood or atmosphere of the story, but often 
  it can actually affect the plot. Each Storypath 
  Card suggests a different kind of intervention, 
  but interpretation of just what a particular 
  Storypath Card allows is up to the player and 
  GM. Players should never be pawns thrust 
  about by the GM’s schemes, but they can now 
  be full participants in an unfolding story.
  The Deck 
  Each deck of Storypath Cards contains Theme 
  Cards, Tone Cards, and Climax Cards. Each 
  of the cards has a title, a short description to 
  guide their use, an illustration, and a number 
  from one to seven that determines when it can 
  be played. 
  The Cards 
  Storypath Cards allow a player to add to the 
  story. Think of them as special effects cards that 
  allow players to add dramatic and atmosphere-
  building elements, such as sound effects, plot 
  twists, new characters, surprising successes, or 
  unexpected obstacles.
  Though you may be somewhat confused as 
  to what Storypath Cards are, you shouldn’t 
  be fooled into thinking they’re complicated. 
  Storypath Cards are a natural extension of the 
  roleplaying you are doing now. They simply 
  give permission for the players to act a little 
  bit like a GM from time to time. Everyone 
  gets the chance to add their ideas to the story, 
  but because the cards create mostly “mood 
  and feel,” the authority of the GM is never 
  threatened. The GM has veto power over the 
  use of the cards, so he or she can always retain 
  control of the game, but the GM is encouraged 
  to allow Storypath Cards to empower players 
  direct the narrative of the story.
  Often what is described by the players using 
  Storypath Cards are things the characters might 
  think they know but may not actually be true. 
  The characters may believe they see someone 
  watching them from the shadows, but the GM 
  can later decide that it was nothing. Other 
  times, the description may be of something the 
  characters do not see, but is added only for the 
  sake of the players’ enjoyment — sort of like 
  when the camera in a movie shows you what 
  the hero missed when she searched a room. 
  Using the Cards 
  At the start of the game, the GM gives each 
  player 2 or 3 cards, keeping the remaining cards 
  in a deck and holding all of the Theme Cards 
  for himself. 
  Play starts after the GM plays a Theme Card 
  (which is any card with the number 1 on it). The 
  GM decides what kind of path he would like to 
  start and plays an appropriate Theme Card. 
  Players can then add cards from their hand. 
  However, only cards that have a number equal 
  to or one greater than the last card played can 
  be used. Thus, the first card played after the 
  Theme Card has been placed by the GM must 
  be one of the number 2 cards. The third card 
  must be either a number 3 card or another 
  number 2 card. The idea is to use the Tone 
  Cards to build toward a Climax Card, which 
  always end the story path when played and can 
  have powerful effects on the story. The best 
  Climax Cards have the highest numbers and 
  are thus the most difficult to reach. Climax 
  Cards have numbers between 4 and 7.
  The card played is put face-up on the table, 
  alongside the previous card, showing the path 
  that the story is taking. The player describes 
  what happens and, if accepted by the GM, it 
  is incorporated into the story. The way a player 
  describes the effect of the card on the story 
  must fit the theme of this particular path, as 
  determined by the Theme Card that the GM 
  has played. 
  After a card is played, the GM determines 
  whether to veto the use, edit it, or allow it to 
  stand. Once the GM accepts the Storypath card, 
  it becomes part of the story line. The GM m 
  veto any play of a card if it doesn’t naturally and 
  completely fit within the unfolding story, but the 
  GM is encouraged to find a way to incorporate 
  any reasonable play. When a story ends without 
  a Climax Card being played, the path ends as 
  if a Climax Card had been played, and a new 
  Theme Card can be played at any time.
  For the Players 
  When using a Storypath card, you interpret 
  how the card affects the story. You should 
  describe the effects of the card you have played 
  in as much detail as possible, as if you were the 
  GM at that moment. Attempt to build up the 
  mood and atmosphere, creating the desired 
  effects in the other players through your words. 
  While you have the right to describe what 
  the characters perceive and what they might 
  presume, the GM has the right to make reality 
  out of it — and the reality can sometimes be 
  a far cry from your preconception. Whether 
  the apparition you describe was real or simply 
  a hallucination is at the GM’s discretion, and 
  you may even describe the event allowing for a 
  degree of interpretation that allows the GM to 
  work your description into the flow of the story.
  You can be very creative employing 
  Storypath cards by looking at only the intent 
  and flavor of the card’s title and coming up 
  with an entirely new way to use it. Additionally, 
  you don’t need to always apply the cards to the 
  PCs; you can use them to affect the NPCs as 
  well (sometimes you can get the best effects 
  that way). But remember, if you go too far or 
  get too selfish, your card will be vetoed and you 
  won’t get a replacement. Playing a Storypath 
  card on yourself is not common, but it can 
  justify actions that may seem out of character. 
  Sometimes you will play a card that hurts the 
  characters, instead of helping them. While this 
  may win you a reward of a replacement card, 
  if you are particularly creative, you will find 
  yourself doing so simply because it makes the 
  story better and more fun. There is no better 
  way to use Storypath cards. 
  Different troupes will develop different rules 
  of Storypath etiquette. In general, we find the 
  following guidelines to be helpful: 
  Do not abuse the power of the Storypath 
  cards. Using them to save your party is 
  legitimate, but they have many other interesting 
  uses besides those that benefit your characters. 
  Often they provoke non-lethal trouble or a 
  horror-filled atmosphere that leads to enjoyable 
  roleplaying.
  If you are affecting the story in a major way, 
  stretching the bounds of the use of a card, or 
  changing the orientation suggested by the 
  card’s explanation, it’s usually best to discuss it 
  with the GM first, so as to avoid a veto.
  Avoid slowing the game down too much. If 
  you introduce a plot twist just before the game 
  is about to end, you could keep the story from 
  coming to a satisfactory conclusion in the time 
  available.
  Always remember that GM’s who give you 
  Storypath cards are sharing some of their power 
  voluntarily. Accept a GM’s judgment on a card, 
  even when she cancels one you have played.
  Storypath Cards
  Abbreviations and Terms Used
  Troupe: A group of roleplayers/storytellers 
  Story: The adventure or plot, or a segment of it. 
  GM: Gamemaster, Storyguide, Storyteller, referee 
  PC: Player character, a character played by a player 
  NPC: Non-player character, character played by 
  the GM
  
  For the Gamemaster 
  As the GM, you have the primary responsibility 
  for guiding the story, so you also have final 
  power over Storypath cards. Essentially, you 
  retain absolute control. Your rights are as 
  follows:
  To play Theme Cards, which determine 
  which other cards can be played after it and 
  the way in which those cards are interpreted. 
  This can be done both at the start of the game 
  and at any point in the story (even if a previous 
  path hasn’t been concluded), in order to change 
  its pace and tone. Never give Theme Cards to 
  players — they are yours alone to use.
  To give Storypath cards to the players 
  whenever you wish and in whatever manner 
  you desire. In this way you can reward your 
  players.
  To veto the use of any Storypath card (or 
  edit and change them). You must also interpret 
  them after they have been played, weaving 
  them into the story in an appropriate way. The 
  player describes how the characters see the 
  card’s effect; you determine the reality.
  At the start of play you may pick out not 
  only which Storypath you want the players 
  to use but which specific cards. You may even 
  decide  to combine Paths — you could combine 
  Horror and Hope — or select a handful of 
  cards from several decks to see how the players 
  use them to affect the story. You may want 
  to take that a step further and assign players 
  certain Storypath cards.
  As the GM, you should try as much as possible 
  to incorporate the players’ imaginations, as 
  expressed through the playing of the cards, into 
  your scenes and plots, but don’t hesitate to use 
  your veto power.
  Vetoes and Edits 
  Veto or edit the use of a Storypath card if the 
  change to the story is undesirable. You know 
  more than the players, so they might try to 
  change the story in an impossible way. For 
  instance, if the story depends on a certain NPC 
  befriending the party, any Storypath card that 
  would turn this character into an enemy must 
  be vetoed unless it also offers a solution, which 
  is an edit you could make to the play. You don’t 
  need to explain why you are editing or vetoing 
  a card if by doing so you give away your secrets. 
  If the player was being greedy, don’t give them 
  back their card when you veto it. Instead, place 
  it in the deck and don’t give them a replacement. 
  If it was an honest misunderstanding or played 
  out of ignorance, it is good to return it to 
  them and let them try again at a later time. 
  Alternately, discard the vetoed card and allow 
  the player to have a new one.
  There are several ways to restrict Storypath 
  cards if they are getting out of control. You 
  can set conditions under which they cannot be 
  played, such as not during combat or not in the 
  same scene as a previous Storypath card. You 
  can also place limits on their power, such as not 
  allowing them to cause a character to be killed 
  or healed. Restrict them however you wish in 
  order to maintain control of your story. 
  Example of Play: 
  The session has just started and all you know is 
  that your characters are about to enter the tomb 
  of an ancient king. To begin, the GM plays the 
  Animosity Theme card. You have the Veiled 
  Threat (3), Startling Discovery (6) and the 
  Lasting Impression (2) Intrigue cards in your 
  hand. If you wish, you may play the Lasting 
  Impression card immediately, as it is a number 
  2 card and the Theme Card is a number 1 card. 
  After the party enters the tomb, and creeps into 
  the already looted outer chamber, you decide 
  to go ahead and play it. You might say, “From 
  underneath the pile of rubble in the comer, we 
  see a hand poking out and we can see the glint 
  of gold on its finger from the reflection of our 
  torches.” The GM responds, “Well, you see a 
  hand all right, or at least what’s left of it. It’s 
  only a skeleton and there isn’t any ring.” You 
  aren’t surprised, you threw in the ring expecting 
  it to be rejected. You hope to get some clue to 
  the dangers of the tomb by digging out the 
  body of this previous explorer. However, the 
  GM has decided that there is a ring, but that 
  it fell off the hand long ago and is on the floor 
  covered with dust. Unfortunately, neither you 
  or your companions ever find it. 
  Later in the adventure, you or another 
  player could play a card numbered 2 or 3. This 
  means you could play your Veiled Threat if, for 
  example, you found a prisoner in the tomb who 
  warned you about not freeing him.
  Rewards 
  During the story, players should be able to 
  gain new cards to replace those which they have 
  used. However, don’t simply give players a card 
  because they need one, but rather give cards as 
  rewards. Use them to encourage the players to 
  participate in the game and add to the story. 
  You may also decide to give additional cards to 
  players with characters currently off-scene so 
  that they have a way to participate in the story 
  even when their characters are not present.
  Creating Adventures 
  You can use Storypath Cards to create a story. 
  They can spark your own creativity and help 
  shape a consistent story line. You start by 
  picking a Theme Card which reflects the type of 
  story you want to tell, and then use this theme 
  to direct your imagination so that every element 
  of the story illuminates this theme. Then pick a 
  card from whatever sort of deck you are using 
  to guide your ideas on what to include in the 
  story. Think of what kind of encounter the card 
  suggests and what kind of roleplaying it might 
  engender. However, you may need to rearrange 
  elements and elaborate to make the resulting 
  story complete. This procedure can even be used 
  to create a story on the spur of the moment. It’s 
  a great way to give direction and organization to 
  extemporaneous roleplaying.
  Look for these PATHS 
  We will be producing many different decks 
  of Storypath cards, allowing you to create a 
  mammoth deck of cards where you can mix and 
  match cards depending on what type of story 
  you wish to tell. A large deck allows for a huge 
  variety of events to be played out in the story.
  PATH of ADVENTURE
  Nail-biting cliffhangers, harrowing escapes, 
  larger-than-life characters and sudden reversals 
  are found along this path!
  PATH of CHIVALRY
  Heroic deeds, legendary creatures, white 
  knights and damsels in distress are found on 
  this path. Not to mention the dark arts and 
  dark-hearted villains.
  PATH of HOPE
  This path shines a ray of light on the most 
  desperate situations, and while complete 
  salvation is probably not be possible, the worst 
  effects may be mitigated.
  PATH of HORROR
  This path is one that begins with omens 
  and premonitions and grows into fear and 
  suspicions on the way to all-out panic and 
  surprise.
  PATH of INTRIGUE
  Along this path are the schemes and 
  conspiracies of mysterious figures as well the 
  secret messages, veiled threats and mistaken 
  identities they use to further their agendas.
  PATH of MORALITY
  Special rules apply to cards on this path 
  where the choices you make — i.e. the way you 
  play a card — turns the climax of path toward 
  darkness or light.
  PATH of SHADOWS
  This noir-inspired path applies equally to 
  any genre with corrupt officials, more corrupt 
  police and the corrupting influence of money 
  (or gold!).
  WHIMSY CARDS
  Before Storypath Cards there were Whimsy 
  Cards, a deck with similar use but less focus 
  and less structure. Whimsy Cards include a 
  smattering of all types of decks, but (as their 
  implies) and their use overall has less impact 
  on the story. They are mainly for mood and 
  details, or prompts for roleplaying situations.
  
SOURCE: textdata/thevault/Kid Friendly/1. Parent & GM Advice & Helpful Hints/In-Game Helpers/Card Decks/Story Paths/Storypath Cards - Rules Sheet.pdf