Why Everything’s a Card (and Why That’s Brilliant for TTRPGs)
Why cards are transforming tabletop RPGs — and how PostRoll embraces the deck-first future.
Picture this: a wizard reaches into their robe, intending to pull out a staff of devastating magical power, and instead produces a small rectangle of stiff paper with “Staff of Devastating Magical Power” written on it in large friendly letters. Much safer, frankly. You can shuffle it, drop it, and even use it to wedge a wobbly tavern table.
That’s the joy of cards. They’re neat, portable, unambiguous little slices of the universe that tell you exactly what they do.
At PostRoll, our new TTRPG app, we’re leaning into that joy. Hard. Everything can be a card, and that makes the messy business of tabletop roleplaying games not only playable, but shareable.
The Card Revolution in Tabletop RPGs
Cards are tidy. Dice are dramatic. Tables are sprawling. Rulebooks are—let’s be honest—liable to be propped under a monitor for ergonomic reasons.
Cards, by contrast, are simple to hand across the table, pass around, or send digitally. No one needs to ask, “Wait, where was that again?”
Quick examples:
Want to show off your new spell? Card.
Need to keep track of your sword, your horse, or your suspiciously animate teapot? Card.
Got a downtime project about brewing beer or building a goblin-sized ballista? Card.
Cards let you pin down the infinite possibilities of a TTRPG into manageable, playable nuggets of fun. They’re not rules weighed down with commas; they’re rules that fit in your hand.
Why PostRoll is Card-Crazy
When we started building PostRoll, we looked at how people actually play — not how rulebooks say they play. We saw sticky notes, character sheets scrawled on takeaway menus, and a Dropbox full of maps no one remembers to update.
So we asked: what if everything — rules, items, abilities, even goblin-sized ballistas — was a card?
Suddenly, content isn’t just something you store. It’s something you use and collect.
Cards are:
Modular — pick and place components into scenes or adventures.
Remixable — take a card, tweak it, and make it yours.
Shareable — hand it to a friend or drop it into a session instantly.
It’s the difference between saying “I think I read about that ability somewhere…” and dragging the actual thing onto the table like a stage magician pulling rabbits from hats.
In development terms, cards make our app less like a bottomless filing cabinet and more like a living deck you can shuffle, trade, and build into something new. That’s exciting — and less likely to be set on fire by accident.
How Cards Work in PostRoll
So how do we actually use cards in the app? Think of them as the building blocks of play.
You can:
Browse cards like a library of ideas.
Pin cards to boards to plan dungeons or story arcs.
Slot cards into characters as abilities, spells, or quirks.
Cards also live in your inventory, help you build monsters, and fuel the social feed, where you can share your latest creation or grab something clever from another creator.
Found a card you love? Add it to a board, remix it, drop it straight into your VTT session, and keep playing. In PostRoll, cards aren’t static — they circulate through your games and your community like the best kind of magical currency.
We’re Not Alone in the Deck: Daggerheart & D&D 2025
Now, you might think we’ve gone a bit eccentric (and you’d be right), but we’re not the only ones.
Take Daggerheart. It’s striding boldly into the future of TTRPGs with a card-based approach to abilities and play. Want to know what your hero can do? You’ve got a spread of cards in front of you, each one a promise of narrative shenanigans waiting to happen.
And then there’s Wizards of the Coast, whose shiny new D&D Starter Set 2025: Heroes of the Borderlands comes with ability cards, monster cards, and all manner of rectangular delights. They could have stuck to booklets and lists, but no—the card revolution is too good to resist. Even the dragon’s probably got a loyalty card at this point.
Cards as Story Engines
At the end of the day, cards aren’t just about convenience. They’re story engines. Each one is a prop you can pick up and play with. Shuffle your deck of quirks, your stack of weapons, or your pile of unfinished business, and you’ve got a tactile, tangible way to shape the tale at the table.
And in a world where adventures live on long after the dice stop rolling, cards make it easier to share those stories. You can pass them on, remix them, and let them inspire the next campaign—or at least spark an argument about whether a goblin ballista counts as “light” artillery.
So yes. At PostRoll, everything is a card. Not because we think the universe runs on decks (although wouldn’t that explain a lot?), but because cards make play easier, faster, and more fun. And if they happen to be useful for wedging tavern tables too—well, that’s just good design.

