Roleplaying Tips Weekly E-Zine Issue #165
Prophetic Double-Whammy: Special Two Article Issue About Using Prophesies In Your Games
Contents:
This Week's Tips Summarized
Prophetic Double-Whammy: Special Two Article Issue About Using Prophesies In Your Games
- To Prophesy Or Not To Prophesy?
- Choose How You Will Deliver The Prophesy To The PCs
- Develop The Background And History Of A Prophesy
- Drafting The Contents Of The Prophesy
- The Importance Of Metaphor And Simile
- Sources From Which To Derive Prophetic Ideas And Language
- Prophesy Maintenance
- The Prophesied Messiah Goes Bad
- The Prophesies Are True, But Useless Or Inconsequential
- Someone Prophesies Doom And Destruction For The PCs
- Non-Player Characters Are The Focus Of The Prophesies
- NPCs Invent A Prophesy To Hoodwink The PCs
- The PCs Could Use Prophesy For Fun And Prophet--Err, Profit
- Prophesies Have Highly Interpretable Signs
- Different Versions Of A Prophesy Exist
Readers' Tips Summarized
- Finding Names Tip
- Using Dual Monitors (Windows)
- Tip For Finding New Players
- GM Tips From A Player's Perspective
- Tip For Preventing Player Kills
- Adding Flavor To Magic Items
Return to
Contents
A Brief Word From Johnn
RPGNow.com Contest
The "Special Scenes" contest is over and I'll be selecting
and emailing the winners in a few days. Over 300 scenes were
submitted! And as a very cool bonus, a subscriber is sorting
and editing the entries as we speak so that I can publish
them in an upcoming issue and share them with everyone.
There's a new contest afoot. RPGNow.com is holding a
membership drive in March. If you:
- Sign up for a free account at: http://www.rpgnow.com
- Fill in "Roleplaying Tips Weekly" in the "Where did you hear about us?" field
- And buy something
The ezine gets a $1 store credit. I'll use any credits
earned to purchase prizes for future contests in the ezine.
New accounts get a free eBook called "Portable Hole Full of
Beer" as well!
Fantasy Guards Fiction
I should have mentioned this last week as it tied well into
Issue #164: Town Guards Tips, by Pahl--I just finished a
great book by Simon R. Green called "Swords Of Haven". It's
actually three seperate stories glued together on one spine
but they're interconnected. The writing is straightforward
and action-oriented and the stories are about a pair of
high-fantasy city guards who investigate crimes and keep the
peace. I quite enjoyed the ideas and plots.
ISBN: 0451457501
Get some gaming done this week!
Johnn Four
johnn@roleplayingtips.com
Return to
Contents
MYINFO - ASSISTANT FOR GAME MASTERS
If you are a GM who can't stand their campaigns made up of
loose sheets of paper that possess the unique ability to get
lost just when you need them, MyInfo will help you put an
end to it!
MyInfo for Windows makes organizing campaigns, adventures,
NPCs, and sites easy. Search for any information fast. All
you have to do is convert your ideas into entertainment for
you and your players.
http://www.milenix.com/rpg/
Return to
Contents
Prophetic Double-Whammy: Special Two Article Issue About Using Prophesies In Your Games
ARTICLE 1: THE WORDS OF THE PROPHETS: THE CREATION AND USE OF PROPHESY IN AN ONGOING CAMPAIGN
A Guest Article by Jay S. Willis
atlaslaw @ zoomnet.net
- To Prophesy Or Not To Prophesy?
The use of Prophesy in any RPG is an excellent tool for GMs.
However, before deciding to utilize Prophesies in your game
you should answer an essential question:
Does the campaign need Prophesy?
- Specifically, what is the purpose of introducing
Prophesy into the campaign?
Possible answers:
- To aggravate and frustrate the PCs.
- To provide a vague outline of the story.
- To introduce a new story arc.
- To exert some form of control over an out-of-control group
of PCs.
- To get a campaign back on track.
- Adventure seed. To spark creative interpretations from
your players which you can use to expand your game.
- Will Prophesy enhance the campaign or detract from it?
Try to gauge player reaction to the introduction of Prophesy
in your game:
- How will the players react?
- Will they groan upon being given a Prophesy?
- Will they be overjoyed?
- Will they devote hours of game time to interpreting the
Prophesies which confront them?
- If so, is this good, or bad?
- Will this sidetrack your game?
- Know your campaign and the setting. Will the introduction
to Prophesies "fit" into your world?
Return to
Contents
- Choose How You Will Deliver The Prophesy To The PCs
How will your Prophesy be delivered to the group? Typically,
Prophesies are presented to the players in one (or in a
combination) of the following forms:
- Written
- Spoken
- Dreams
- Songs
Factor in your tastes and skills when choosing form type. If
you are a good writer, you might wish to convey the Prophesy
as a written text, book, or scroll that's found or given to
the party.
Perhaps you speak better than you write? If so, have an NPC
deliver the Prophesy verbally. Most of us aren't talented
enough to compose and sing a prophetic ballad, but if you
are so inclined, go for it.
Finally, Dreams are a wonderful device for presenting a
Prophesy, especially, when you have good ideas but may not
be able to fully express them in writing or narrative.
Return to
Contents
- Develop The Background And History Of A Prophesy
Once you figure out how your Prophesy will be delivered
determine its origins. When and where did it originate, and
why it is being given to the characters? The possibilities
here are endless, but common sources include:
- Legends that are passed down from generation to
generation.
- Religious authority: divinely inspired. Perhaps as answers
to the prayers of a particular church or as revelations to
a devout cleric.
- A devil or other fiend.
- Celestials.
- Other outsiders.
- The ravings of a madman recorded by a scribe.
- An oracle or channeller of some sort.
- Governmental authority: the Prophesy is a declaration of a
King or other governmental authority.
Other potential sources:
- The character's subconscious mind.
- A character's ancestor from beyond the grave.
- An intelligent magic item or artifact wanting to be
rescued.
When did it originate?
- An ancient Prophesy delivered by the gods at creation.
- A character's dream.
- A message from the future or an alternate timeline.
- A proclamation from the Emperor two generations ago.
In game terms, why was the Prophesy created?
- To save the world.
- To condemn or destroy the world.
- To facilitate the occurrence of a specific event.
- An NPC manipulating a character.
Return to
Contents
- Drafting The Contents Of The Prophesy
After developing the history of the Prophesy you can then
turn to the contents. In writing or scripting a Prophesy
consider the following guidelines:
- Simple vs. detailed: The Prophesy could be something as
simple as "the birth of the one who will bring
balance/law/chaos/light/dark to the world", or a detailed
series of documents interwoven as pieces of a larger puzzle.
Which one is better depends upon your personal taste and
skill and your judgment as to how your players will react.
- Style vs. substance: Which is more important? The actual
content of the Prophesy should be dependent largely upon why
you are introducing it. It may be sufficient to tell the
characters "the Church has interpreted the Prophesy as
follows" without giving specific contents.
Walking along a road and having a flaming tree talk to the
party announcing a Prophesy is a good way to add some
theatrics to the game. Or perhaps a visit from a god or
avatar proclaiming that one of the characters is the
"saviour" of the world would spice up a campaign with a new
outlook and direction. Another option is a series of written
documents or poems, each of which contain various pieces of
a complete Prophesy.
Return to
Contents
- The Importance Of Metaphor And Simile
When writing a prophetic verse, poem, or song metaphors and
similes are the primary tools.
For example:
The Great Battle comes with haste
Like the raging of a flood
Death comes to the seeds of destruction
As the rivers run with blood
Good prophesies use common themes and obscure references
that can often have many meanings:
- "The Darkness"
- "The Dark One"
- "The Child of Light"
- "The Breaker of Shadows"
Consider the following:
A Child borne of Darkness comes hither
Life in the palm of his hands
Innocence shines true in his beauty
As sorrow blankets the land
Vic'try of Night comes closer to hand
As the Pawn comes from the womb
The Dark Seed is strong with the Orb in his care
Yet the Pawn must be barred from the tomb
Just who the "Child borne of Darkness" is and what "Life" in
the palm of his hands means is entirely up to the GM.
Similarly, who, or what the "Pawn", or the "Dark Seed" may
be are all matters for further exploration.
However, it is the GM's responsibility to ensure there are
ways for the players to decipher the code eventually. While
it may seem to create more work, using Prophesies in this
way can provide you with many adventure seeds and do some of
the work for you. The true bonus for the GM is that
references such as these tend to make players crazy as they
try to piece together the meanings. And when they do hit
upon a clue it's often as good as an award of XP or a magic
item for the players.
Return to
Contents
- Sources From Which To Derive Prophetic Ideas And Language
If you don't feel confident in your writing skills don't
reinvent the wheel. You know the story you want to tell--
just look to other sources to derive the right words.
Excellent resources for ideas and specific language to use
in Prophesies can be found in various media:
- Religious Texts:
- The Apocrypha
- The Old Testament
- The Quran
- The Bhagavad-Gita
- The Tao Te-Ching
- The Upanishads
- Epic Poetry:
- Gilgamesh
- Beowulf
- The Niebelungenlied
- The Song of Roland
- Sir Gawain and the Green Knight
- Historical Prophesies:
- Nostradamus
- Native American Prophesy
- Fantasy and Science Fiction Literature:
- David Eddings: The Belgariad and The Mallorean
- Robert Jordan: The Wheel of Time
- Frank Herbert: Dune
- Isaac Asimov: Foundation Trilogy
- Raymond E. Feist: Silverthorn and A Darkness at
Sethanon
- Non-Fiction:
- Joseph Campbell: The Hero with a Thousand Faces,
The Power of Myth
- Cinema:
- Music Lyrics:
- Rush
- Pink Floyd
- Styx
- Sting/The Police
- Yes
Return to
Contents
- Prophesy Maintenance
Regardless of what kind of Prophesy you integrate into your
game consider a few final thoughts:
- The GM is the final arbiter of the true meaning of the
Prophesy, but listen to the interpretations of your players.
Sometimes they can offer interesting alternatives.
- Don't be afraid to be flexible and change a meaning in a
Prophesy to fit with the evolving needs of your campaign and
your players.
- Prophesies are an excellent way to outline a story arc in
your campaign and to give the PCs some focus and a list of
goals. However, beware Deus Ex Machina. You may
inadvertently exercise too much control over the players'
actions by introducing Prophesies.
- Keep in mind not all Prophesies are true. They might be
false for a very good reason.
- As previously stated, once you introduce a Prophesy it is
your responsibility to use it and to provide the players
opportunities to decipher it. If you don't use the Prophesy
for its intended purpose, why introduce it in the first
place?
Return to
Contents
ARTICLE 2: PROPHESIES AMUCK!
A Guest Article By Heather Grove
http://www.burningvoid.com
Reprinted from the Twilight Time zine, Vol 4, Issue 1
http://two.pairlist.net/pipermail/twilighttime/2003/000016.html
- The Prophesied Messiah Goes Bad
There's more to the prophesy plot than high-epic "the Player
Characters (PCs) must save the planet" deals. Those are fun
of course, but sometimes something a little more unusual is
called for. In that vein, here are some thoughts on possible
prophesy plot variations. Turn them around even further, or
just adapt them to your game, and give your players a
surprise!
According to prophesy, only one person can stop the
villains. So what happens when that person goes over to the
wrong side? What happens when she decides she doesn't want
to save or help anyone? That she'd much rather kill people,
rob people, make a fast buck, or just plain go on holidays?
It's up to the PCs to answer this question, and they'd
better answer it fast. The prophesy was told for a reason
and there's work to be done. Maybe they need to convince the
prophesied messiah to change sides again. Maybe they need to
hold someone she loves hostage until she does what is
necessary. Or maybe they need to find a way to get things
done without her. Perhaps it's time for them to find another
prophesy...
Return to
Contents
- The Prophesies Are True, But Useless Or Inconsequential
Everyone expects a prophesy to be the key to something
amazing. Prophets are frequently pictured as madmen (or
they're at least touched with lunacy)--it isn't easy to see
the future, particularly in the modern world where few
people believe in such things. The word "prophesy" holds
connotations of power and world-changing events, but with
that much insanity running around, who's to say that every
prophesy hits the mark?
The prophesy of course is couched in verse and analogy. The
PCs must try to figure out what it means and presumably do
something about it. But what if it's just a cryptic menu for
the next holiday feast, or a recipe for cinnamon rolls? What
if it's a note that on April the sixteenth, an oil truck
will run over someone's pet? If the prophesy has lines in it
that could be misinterpreted, the PCs could end up in quite
the comedy of errors. They might find themselves getting
involved in random events that have no relation to the
prophesy, or which are completely unimportant.
WARNING: Only try this if your players don't mind a bit of
misdirection and pointless silliness! It's the sort of plot
that works for some groups and games, and definitely not for
others. Another alternative is to turn the seemingly
pointless prophesy around again. So it's a recipe for
cinnamon rolls--what if it's a recipe that someone
desperately wants? Or it's a prediction about the death of
someone's pet--what if saving the pet will put a very
powerful person into the party's debt?
Return to
Contents
- Someone Prophesies Doom And Destruction For The PCs
Most prophesy-plots require the PCs to fulfill the
prophesies. They must find the item, destroy the villain, or
work the pivotal magic. The PCs will not, however, want to
fulfill this particular sort of prophesy!
The PCs hear a prophesy that spells their doom. They have
reason to believe the source of the prophesy--they know from
past experience or by reputation that it's reliable, or the
prophesy involves small signs that they can verify. The
point of the plot is for them to find some way to avoid the
prophesy.
Sometimes this means averting a number of the smaller parts
of the prophesy, with the assumption that once those have
been averted, the party has changed the entire future of the
prophesy. Sometimes the prophesy must be dealt with head-on.
Sometimes the PCs must go through several iterations of
believing they've dealt with their dark fate before they
find the true key.
WARNING: When this variation on the prophesy-plot appears in
literature and on TV, it usually centers around the idea of
free will: do the PCs have free will? Can they change the
future, or are they doomed to repeat it? Because of this,
it's important that you allow them to have their free will--
otherwise you defeat the whole theme of the plot. Don't
decide ahead of time exactly how the plot will come out and
then push the party into that end-point. Figure out what's
likely, what's possible, and how, and then set your party
loose. (If you need more information on the free will issue,
there's a whole series of articles on our RPG resources
page.)
Return to
Contents
- Non-Player Characters Are The Focus Of The Prophesies
We've all heard of "the PC glow," I'm sure (or some variant
on it). It's that invisible aura that results in the PCs
being the focus of every plot out there. It's the reason why
everyone pulls them into their schemes. (Okay, so a lot of
game masters (GMs) have found good, logical reasons why the
plots center around the PCs. But not everyone has.)
What if, for once, the PCs didn't have that glow? What if
the prophesies centered around someone else for a change?
Perhaps the PCs need to protect an important person who is
prophesied to die. Perhaps they must stop a villain
prophesied to take over the world. (For once it isn't the
good guys who are prophesied to win!) Maybe a prophesy
states that a young man will lead his people to freedom, and
the PCs must help him learn what he needs to know to be a
good leader. Or perhaps they must help him overcome his
enemies.
WARNING: Make sure you've left room for the PCs to have an
effect on this plot! Just because the plot *centers* on
someone else doesn't mean that the PCs can't determine how
the plot comes out. You don't want the party to turn into
observers; they should still drive the events of the story.
Return to
Contents
- NPCs Invent A Prophesy To Hoodwink The PCs
A group of NPCs produces a prophesy and makes a big deal out
of it. They use it as "proof" that the PCs are destined to
help them out of their miserable situation. But the prophesy
is false! The NPCs made it up to convince the PCs to help
them.
Is the cause a good one, one that the PCs might be glad
they've helped out with even once they find out they've been
tricked? Or do the PCs realize they've been working for the
wrong side? Does everything work out, or do the PCs need to
find a way to right the wrongs they've perpetrated in the
name of fate?
What about NPCs who use a bit of psychology? They arrange
for the PCs to hear a prophesy of their own doom and
destruction (we're combining #3 and #5 here). This prophesy
is false, however. The NPCs hope that the prophesy will send
the PCs off on a wild goose chase, send them into hiding, or
make them so nervous that they hesitate or screw up. The
NPCs might even arrange for a few "signs" to convince the
PCs of the validity of the prophesy. If the NPCs are feeling
particularly motivated, they might even try to bring about
the circumstances of the prophesy, hoping to use the PCs'
fear to destroy them.
CAVEAT: There must always be a way for the PCs to figure out
that they're being fooled, otherwise the players are likely
to feel used and frustrated!
Return to
Contents
- The PCs Could Use Prophesy For Fun And Prophet--Err, Profit
Who says the PCs themselves can't have a little prophesy
fun? Perhaps an NPC friend suggests that he could dress
himself up as a mad prophet. This man arrives in a town a
couple of days before the rest of the party and, with a
little shrewd timing (or perhaps a little magical help of
one kind or another) establishes a reputation as a true
prophet with a knack for helping people. Just before the PCs
arrive, he produces a prophesy about great heroes who are
destined to help the town against an unknown enemy.
Then the "prophet" can give himself a makeover and rejoin
the party, or stick around in his disguise. The PCs could
probably live off of the town's generosity for at least a
week before anyone became too suspicious. If they were
particularly clever and arranged for an "unknown enemy" for
them to fight (or found one), they might be able to fool the
town for even longer. If they had an enemy already in the
area, they could use this gambit to get the town to support
them in their fight.
But what's in it for the friend? He must have had some
reason for setting all this up. Perhaps he has his own
reasons for wanting to establish a reputation as a skilled
prophet. Or perhaps he isn't such a good friend after all,
and he thinks he can fleece the townspeople while he's
there, leaving the party to take the blame. Or perhaps
there's someone in the town he wants to hurt, and he's going
to set that person up as the "unknown enemy" once his
reputation has been established.
Return to
Contents
- Prophesies Have Highly Interpretable Signs
The verse or analogy in which many prophesies are written
just screams for misinterpretation. What if a prophesy means
one thing, but could be read as meaning something entirely
different?
The GM could write up some "prophesies" ahead of time. He
tries to write them so that the PCs will misinterpret them
in a certain way; this is difficult, but possible. Better
yet, the GM can listen to the players as they try to
interpret the verse themselves. If they come up with
interesting ideas, he can turn some of them into false
leads.
WARNING: Don't push the players too far in the wrong
direction. Use contextual clues to cause them to steer
*themselves* in the wrong direction. As always, make sure
there's a way for them to figure out what's really going on.
And, of course, this has the usual "not every group of
players will be happy with this kind of plot" caveat. Know
your players and their preferences before trying out a plot
that involves misleading them.
Return to
Contents
- Different Versions Of A Prophesy Exist
The PCs get their hands on an old prophesy about a coming
catastrophe. It details the signs that will lead up to the
disaster, how it will come about, and how it may be stopped.
The PCs set off to do their duty. On the way they get their
hands on another prophesy about the same event. This one
also details the preceding signs, the catastrophe, and how
to stop it. Too bad the verses are wildly different!
Most likely, a little bit of each verse is correct. Each
prophet had some idea of what was to come, but he didn't
want to say that he just didn't know the rest so he made it
up. Or perhaps one prophet heard that another had prophesied
this horrible thing, and he figured his reputation would be
ruined if he didn't also produce a prophesy. Maybe someone
spread false versions to distract people from the correct
one. At any rate, the PCs must figure out what's really
happening, and deal with it, before it's too late.
As always, make sure the PCs have a way to figure out the
truth of the matter!
Many of these ideas can be mixed and matched to good end.
Just remember that prophesy-plots don't have to be
straightforward and normal. They can be as twisted and
confusing as any other plot!
Return to
Contents
Readers' Tips Of The Week:
- Finding Names Tip
From: Mike B.
One of the most time-consuming and stressful things I have
to do as a GM is come up with believable place and character
names for my campaign. I have developed a few tips and
techniques over the years but I would welcome even more.
- The Babelfish translator at Altavista is a great resource
for everything from realistic modern-day place names (Moscas
Delnegro--Mexican city of the black flies; Rotter Lowe--the
Red Lion club in Munich) to exotic fantasy names (Chauve
Aigle could be a castle named for the lord's bald eagle
crest; Schlechter Geruch is obviously a most foul and rancid
place). This is also a great site for when the characters
take a trip to Paris or Brazil to add in some local
spice. http://babelfish.altavista.com
- I have a copy of the Olympic Almanac which I picked up in
2000 from a local thrift store. It lists off the names of
every gold, silver, and bronze medal sport winner in the
history of the Olympics. Need the name of a Japanese
assassin, or a Belgian waiter, or an American cowboy? Pick
up almost any almanac.
- Sometimes, it's hard to come up with names on the fly. A
neat trick I use is to steal the names of professional
athletes and sneak them into games. Even if you have sports
fans in your group, if you just mention the names Even,
Adrian, Raef and Dirk, no one needs to know that these are
players for the NBA's Dallas Mavericks. (If you are not a
sports fan, or if your players wise up to this technique,
you can just borrow names from anywhere. Co-workers, college
dormmates, comic book characters, etc. Just use one category
per encounter, and then it will be easy to keep up with.)
Also, most American professional sports sites, NBA.com,
NFL.com, NHL.com, etc. also include photographs of their
players, which is a great way to have a database of
available NPCs.
- I have run several games set in the Wild West. After
struggling to come up with convincing town names, I
discovered that you can use the names of race horses as
great Western sounding names. Just throw the name of a
Western US state at the end, like Tom Fool, Nevada; or
Kelso, Wyoming; or Gallorette, Utah. A partial list can be
found at: http://www.bloodhorse.com/tb_champions/top_100_list.html
- Using Dual Monitors (Windows)
From: StarManta
Here's an idea for those GMs who use laptops. Most laptops
have dual-monitor abilities. By plugging in an external
monitor the computer can display two seperate desktops. This
could be useful for spreading information (or misinformation).
Set up the laptop so it's facing you (the GM) then plug in
the second monitor where everyone can see it. To set up the
dual monitor, right-click on the desktop, choose Properties,
then go to the Settings tab. Select the second monitor if it
appears greyed-out, then check Extend Windows Desktop to
this Monitor. Then drag it to wherever you want Windows to
think it is. I have mine to the right of my default desktop.
It may take some fiddling to get it how you like it.
You can take notes, read a script for a scene, etc., on your
laptop screen and no one will see it. If you want to show
your players something, such as a picture of the town they
just entered, a map, a character, etc., just open it and
drag it to the second monitor. You can set the desktop to
some picture to give the game some mood, visually. And while
you have the laptop out, get some ambient music from mp3.com
and set the mood musically.
Return to
Contents
- Tip For Finding New Players
From: Mike H.
Johnn, I discovered a very effective tip for finding new
players: make a community page on MSN or Yahoo (not sure
about AOL) for your group and tell what is about and how
people can join. When they view page and find out everything
about it they are more inclined to join. Here is an example
of my group community page.
http://groups.msn.com/LeesburgRolePlayingAssociation
Return to
Contents
- GM Tips From A Player's Perspective
From: Tom
I had a bad experience during my last session as a player,
so I wanted to contribute some tips for DMs.
Session Background: In order to enter the tomb of Mr. X we
had to put a magical sword into a slit in the side of
statue. My PC was the only one with a magic sword, so I did
it. I had to leave my only magic weapon outside the tomb
(because my DM told me the sword was stuck) and then our DM
had us fight against a flesh golem and 4 mummies! I was the
only fighter in the group! I didn't lament and instead
started to think about what I could do.
The Problem: In the middle of the tomb was a deep hole so I
took my 50' silk rope and threw it over the hole to catch
one of the mummies and pull him (from the other side) into
the hole! I was not proficient with the weapon (lasso) and
the hit roll was hard--but I made it! Then my DM told me
that it was a called shot and I had to take another -4
penalty to the roll. DARN!
We had also been "slowed" at the beginning of the encounter
and our priest was not allowed to rebuke the mummies. Great.
The fight was only won because we had a high level Fighter
NPC with us! And two of the PCs died (my fighter among
them).
The Solution: If you (as a DM) confront your players with a
really hard challenge, make sure they will have resources to
survive the encounter! When they come up with some cool,
great idea let them do it, even if you might think it would
make it too easy to overcome the problem. Good thinking
should be rewarded. Your players will feel as if they have
accomplished something with a good idea rather than with
weapons!
And *never* let the party win a fight because a high level
NPC is with the group. The players will feel like they are
nothing but "Push-Arounds".
Return to
Contents
- Tip For Preventing Player Kills
From: John G.
Regarding problem players who attack each other: if the GM
opts to pull players aside and talk to them OOC, it might be
a good idea to remind them that they aren't playing
EVERQUEST or any of the other online "kill-the-newbies-get-
their-stuff" campaigns. Remind them that, in your game, they
get no benefits from this kind of behavior and will actually
earn themselves penalties (stiff XP penalties--hit them
where they live).
Return to
Contents
- Adding Flavor To Magic Items
From: James B.
For relevant/unique magic items for PCs I have found that
nothing beats the system developed by FASA for Earthdawn. In
essence, each magic item is powerful, but research must be
done into the item to determine the extent of its powers.
This research takes time, XP, and greatly increases the
value of the item. As more research into the weapon is
completed, greater powers of the weapon become available to
the PC.
For example, a +1 longsword of Smiting becomes The
Longsword of Garth Orcbane, Slayer of Orcs, Saviour of
Humbletown. Last used by Garth in the battle of Crushed
Horns, it is said that this sword enabled Garth to slice
through three orc's as if they were so much butter.
Return to Contents
|