The Silicon Valley Tarot started out as an over-the-internet
thing, but everyone wanted real cards. So Steve Jackson Games produced
a real deck. It contains 70 cards, instructions for playing a game called
"RAM," and a 44-page booklet with oracular interpretations for the cards.
The Silicon Valley Tarot started out as a joke - Mr. Scoville
drew the first card, "The Hacker," as a prod at Silicon Valley culture.
Somehow the project took on a life of its own, and now there are little
decks running around with suits of Cubicles, Hosts, Disks, and Networks.
The Tarot
Scoville draws an amusing metaphor between computers and tarot: neither
can do anything without a person to instruct it, and both need a human
to interpret the results and act on them. He offers the Silicon
Valley Tarot not so much as a means of divining the future, but
rather as a way to look at situations from a fresh perspective. It may
be used to prod yourself to think of things you might not have thought
of otherwise.
In this it succeeds as well as any other deck of tarot cards. Scoville
and his helpers obviously put a lot of thought into the marvelous interpretations
of the situations depicted on each card. The pictures seem a little
low-budget for a $20 deck of cards, but they're fun, and in this case
that counts for more. More importantly, the content of the cards is
hysterical. "Double Latte" is my favorite, with "Flame War," "Bugs,"
and "Spam" coming close behind.
The Game
RAM is fun. It's a demented hybrid of Concentration and Black Jack,
meant for two to six players. It's one of those games that feels complicated
until you actually play, and then it's marvelously simple. It won't
carry you through long summers of boredom, but it'll amuse you now and
then.
The Roleplaying Angle
You may be wondering why the card-game review in a roleplaying review
forum. I think there are two particularly good uses for fun tarot decks
like this in relation to roleplaying games. They're a great prod for
GMs. First, when you can't figure out what to do for a plot, or you
need a new character, you can shuffle, draw a few cards, and see what
new perspective they give you. Second, when a character does something
in your game and you aren't sure what should happen as a result, make
the player shuffle and draw a card - use the description on the card
or the "interpretation" to give you a hint as to where to go next.
Obviously the Silicon Valley Tarot is oriented toward technological
subject-matter. This shouldn't stop you from using it for other games,
however. Some true gems of inspiration can be found within the booklet.
For example, "Intelligence from an unlikely source." In the context
of a roleplaying game this conjures up all sorts of plot twists. Such
random bits of wisdom can breathe true life into a campaign by pushing
you to come up with plots and people you wouldn't have thought of on
your own.
The book details two types of spread. A simple five-card line spread,
and the traditional 10-card Celtic Cross spread. I find that the five-card
spreads work better for simple plot questions. When you need to create
a character, simply lay out a 10-card spread as though you were a fortune-teller
doing a reading for the character in question. There are few better
ways to come up with truly original characters.
Ultimately, the Silicon Valley Tarot can be a lot of fun. If
nothing else it makes a fantastic conversation piece. $20 seems slightly
on the high side; I would have preferred $15. But $20 isn't outrageous
for an amusing coffee-table piece that can double as a wellspring of
inspiration - and even an RPG mechanic.
Style: 4 (Classy and well done)
Substance: 4 (Meaty)