To be blunt I think it relying heavily on the Deck of Many Things in general just makes it a weak module in general in my eyes. That RNG sounds really neat until the proliferation of bad RNG results culls the game early.
It just sounds like an annoying gimmick that is used as a crutch to me personally. Well that and reee cards *autistic shrieking*, but that's besides the point.
I'm not sure what you mean by "proliferation of bad RNG results culls the game early"
The DM draws the whole deck and the card results just determine how certain events play out (where/when you meet some NPCS, motivation of the Villian, etc) so there is no "Fail state" or games being culled. Hell I don't even think any of the results can be declared "bad".
The only thing that is variable is what card activates during battle, and while that can shift the tide of battle its hardly "culling the game early".
The Deck is integrated as an important item the party is after, its not any worse than any other MacGuffin hunt.
You can get a 3.5e grog to step down and try different systems with a bit of coaxing;
The other thing with 3.5 is that the d20 system has been hacked to death such that you can pitch anything based on d20 as "3.5 homebrew" and trick them into playing another system. Just take your favorite game, make a half-assed d20 conversion, get your group to try it out, then say "A lot of these mechanics are similar to [SYSTEM] want to give it a try?"
5e fuckers will actively refuse to take suggestions and would rather reinvent whole games using a jankier d20 build than to just try something fucking new. I've never seen people able to get them to really try anything new at all, which is damning.
I guess, from my experience, is 5e players are less grogs and more frightened of leaving their comfort zone; they are gaming shut-ins.
The difference is fairly thin but
A grog will not play/try a system that isn't their preferred one and speak poorly of it, usually using agruments that are false or also apply to their own favorite system. They are actively hostile to new systems/ideas.
A shut-in will not play/try a new system because its unfamiliar or they just want to run what they know. They are passively hostile to new systems/ideas.
If you say "I don't want to get burgers, lets try the new chinese place"
A grog will rattle off stuff about MSG, fried fats, "its not actual chinese"
A shut-in will just say "I'm just hungry for burgers"
in a practical sense, even if you peer pressure a grog into a new system they will be resistant and look for any opportunity to compare the new system unfavorably to their grog system. They will never enjoy a new game becasue they have pre-decided they won't (or at least it is inferior to their system).
A shut-in has a chance they will enjoy the new game .
I treat prison and such under 'death' since the character is gone for a long time, absolutely no way anyone else in the group is waiting one month since that gives the evil villain of the campaign an easy way to reach whatever goals he has without any resistance. but yes, the good ending will be out of reach too.
I've never had to make a PC Enjoy Prison, but I have also learned Gygax's lesson about the importance of time keeping. That is, there is always a ticking clock for the party. It might not be a very tight time limits, but any imprisonment is likely going to be longer than the Necrocult needs to complete their ritual.
Thankfully a lot of those concepts can be shut down when people actually suggest implementing them before the game starts by the DM simply saying "That idea doesn't fit this campaign, do you have any other character ideas?" After potentially getting a few ideas shot down they'll move on to bother some other table. Also it goes well with keeping a limit to how many times someone can switch their character like a rule where you can only try three different concepts unless your character dies or otherwise becomes unplayable (which is determined only by the DM)
On one hand, a lot of busted Reddit builds depend on either obscure splats that can easily be excluded or questionable interpretation of rules the GM might just say "no, fuck you".
On the other hand, when the smug little munchkin with his shiteating grins gets told "No, your reddit power built doesn't work like that at this table" they
never take it well and try to become disruptive little shits through other means.
Then you have fuckin Crossbow Expert....
Good luck running it, it tries really hard to emulate mechanics from Fallout 4 and runs into some issues because of it. Enemies seem to be balanced around the idea of players spending time picking up scrap, crafting/upgrading gear, and eating food for temporary buffs beforehand even if it's the basic level 1 raider.
The other idea is to either run it in the Cyberpunk adaptation, GURPS ( Lord I fucking hope not), or I just go for a D100 custom build.
> Be software developer
> Make post-apocalyptic CRPG
> Use GURPS as a base for the system mechanics of your game
> 30 years later, someone makes TTRPG based off CRPG
"Anyone have any ideas of what system we should use?"
this the level of hoop-jumping sane people will go through to not play GURPS
Never done 2d20, care to explain the issues you are referencing?