The Tarot (and other divinatory methods)
I beleive the tarot (or tarot-like) cards were in some Ravenloft book...if I remember, the gypsies of Ravenloft (the Vistani) made a big deal about foretelling the future with certain cards, and one book had some cards in it.
As for my experience with the Tarot....I can only say I wish I had a deck. As a Magic Item (like the Deck of Many Things) it probably works best...
But, anyhoo...more about the deck itself.
My next campaign will be highly influenced by the Tarot, and other methods of divination (the Zodiac, for instance, will be the deities of the world). The first way I'm involving the Tarot is as the campaign itself -- from Fool on, each "chapter" of the next campaign will follow the progression of the Major Arcana.
Next, I've made four character classes for the four suites. I've got the Wand, the Coin (pentacle), the Sword, and the Cup. Wand = Wizard, Coin = Rogue, Sword = Warrior, Cup = Priest. These replace the Wizard, Rogue, Fighter, and Cleric, respectively. The other classes remain unchanged.
Many items and abilities also include a "fate draw." This is how I zone in a different divinatory method for each character that determines how I'll explain the outcome. It's a sort of once-per-day thing that applies a luck bonus or penalty to their roll. Each character chosses some method. Some example methods:
Rune Draw: Using the nordic runestones, they draw one from the bag, and lay it on the table. Different runes have different effects. This is probably the most varied method, as the effects vary depending upon the rune. Of course, if you draw it reversed, it's not gonna be pretty...
Coin Flip: Flip a coin, call it in the air. If you call right, there is a +1d20 bonus on the roll. If you call it wrong, it's a -1d20. This could be the most chancy method (-20 to my attack roll! Argh!)
Die Roll: Roll a d4 and a d10, and call evens or odds. If the d4 comes up what you called, you can add the d10 roll. Otherwise, subtract it. This is a bit more controlled, but a bit less of an effect than the coin flip.
Slots: Roll 2d6. Different number combinations equal different things. Of course, doubles is the best. For added variety, you could do it with 3d6.
Card Draw: Also varied, using a regular deck of cards.
Roulette: Roll 2d10, designate one positive and one negative. Put 'em together to get your bonus or penalty. Nothing that drastic, but interesting.
As you can see, with all these methods of chance around, a Gambler (whose class powers manipulate luck) is going to be a class too, somewhat like a rogue.
Combine all those luck methods into a world ruled by capricious and quarrlesome star-deities, in something a bit post-apocalyptic, and you've got:
Orihalculous, World of Fate
Coming soon to my brain.
