I'm going to be running Curse of Strahd for my regular group. I'm usually a player and have only DM'd once to give our usual DM a break. This is my first time with a published adventure.
I finished reading the campaign book through, and I'm now assembling notes and thinking deeper about how I want to run the game.
Without spoiling too much:
Early in the campaign, the players can get a Tarroka reading, much like a Tarot card reading. This sets the location of certain critical items, sets the location of Strahd, and identifies a potential ally in the fight against Strahd.
It's also a notable hook into the adventure, since the characters are given some sense of what they are in Ravenloft to undertake. I'm looking for help from those experienced running the campaign on how to spice up this moment.
Here's a few things I've considered:
- Letting the players keep the cards after they've drawn them.
- Giving them verbatim notes on what the teller's hints were.
- Drawing the cards beforehand so I can work on my acting/telling of the results, and using sleight of hand to re-draw the same cards.
- Drawing the cards on gameday, and doing my best to roleplay the Teller's reaction genuinely.
Given the potential impact, what is the best way to make the card reading dramatic, memorable, and fun for the players (and myself)?