Roleplaying Tips Weekly E-Zine Issue #322
Making Magic Items Interesting, Part 3
Contents:
This Week's Tips Summarized
Making Magic Items Interesting, Part 3
- Vague Powers
- Fewer Items
- Progressive Power
- History
- Drawbacks
- Household Items
- Transforming Items
- Be Descriptive
- Give It More Properties
- Curse It, But Be Creative
- Be Consistent
Readers' Tips Summarized
- Large Battles With Fewer Rolls
From: Paul Wilson
- Gaming Communications Accuracy
From: Mike Bourke
- Gaming Consistently
From: Greg Stockton
- Paralleling Real-World Events
From: John Pete D.
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A Brief Word From Johnn
Next Issue Will Be Mid-August
This will be the last issue for a little while. Next issue
will hit your Inbox mid-August.
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Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Making Magic Items Interesting, Part 3
This is the last part of our scheduled Magic Items series.
Stay tuned for a Supplemental Issue for download that will
contain all the great tips I received regarding magic items.
Thanks again to all the authors and tipsters who've
patiently waited for their tips to benefit game masters
around the world.
Return to Contents
1. Vague Powers
From: Shahed Sharif
Remember the Light of Earendil, from Lord of the Rings? What
exactly did it do? Well, it lit up, and evil creatures
seemed to be afraid of it. So is that a fear effect? Maybe
it burned them. Or perhaps it was a circle of protection.
The point is, it didn't matter. Indeed, the very mystery of
it was part of its mystique.
There are two ways of implementing vague powers in your
campaign:
- Decide on specific powers, and describe precisely the
effect of those powers without letting on about the details.
- Craft a general description of an item's power, and every
time it is used ad lib the result.
For example, your notes about the Light of Earendil could
say simply, "Evil creatures don't like it." Keep in mind,
some players may be bothered by this latter technique,
especially if you are inconsistent. If a vampire flees from
the Light, then a zombie had better do the same.
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2. Fewer Items
From: Shahed Sharif
I noticed that in fairy tales and legend, heroes rarely have
more than three magic items, and these items are very
potent. Think back to the old D&D cartoon. Each character
had exactly one item, albeit one of extreme power. With only
a few items, that magic rope is no longer just another item
in a character's possession - it becomes a signature tool.
In my campaign, I've phased out all items of mediocre power,
given my players signature items early on in the campaign,
and from there on given only limited use items (potions,
wands, scrolls) in treasure troves.
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3. Progressive Power
From: Shahed Sharif
Progressive power can be done in a straightforward way. That
sword is +1 unless in the hands of a character of level 6+,
at which point it becomes a flaming sword +1.
Better, though, is to tie power increases to the plot. My
system has been to come up with a list of triggering
conditions and a corresponding list of powers. When a
condition is fulfilled, the corresponding power awakens.
For example, a short sword called Whisper's Edge starts off
as a +1 weapon, until any of the following conditions are
met:
- Pommel is replaced by a valuable, perhaps unique, gem
- Blade is bathed in the waters of Asherak Falls
- Owner loses the sword, then regains it
- The scabbard of the original owner, a legendary thief
hundreds of years dead, is recovered and used
- Blade is anointed with the tears of a specter
- Wielder is caught in an inescapable situation
Some of the powers activated are:
- Weapon's bonus increases
- Those struck by the sword go blind
- Sword can strike incorporeal creatures
- Wielder can enter one shadow and walk out of another one
- Sword whispers to wielder when he is in danger
Powers should be thematically related. Some conditions are
cryptic - how does one make a specter cry? What qualifies as
losing the sword? Some require quests: regaining the weapon
could be one. Some require information, such as who was the
original owner? Knowledge of the conditions themselves can
be the object or reward of a quest. Perhaps the sword is so
ancient that only a comparably old being, say a dragon,
knows anything about it. Now the party has to find the
dragon, convince it not to eat them, and then bargain for
information.
Notice that two of the conditions listed, losing and
regaining the sword, and being caught in an inescapable
situation, are specific to the owner. That means the
awakened power will not function for any other creature,
including other player characters. Keying powers to one
person makes ownership much more personal, not to mention it
cuts down on intra-party theft!
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4. History
From: Shahed Sharif
An item should have an old, checkered history. One reason is
that it gives the item more personality. Another is that the
history is full of inspiration for the triggers and powers
(assuming you use progressive powers). But most importantly,
history links the item to the saga unfolding in your world.
People will recognize the item and respond with fear, awe,
or envy. In Lord of the Rings, goblins recognized, and
hated, Sting.
Perhaps someone will lay a claim to the item, with varying
levels of legitimacy. The bandit from whom the party got the
sword may come after it, or his son might consider it
rightfully his. What about the noble the bandit stole it
from to begin with? Or maybe a pathetic creature living
beneath a mountain owned the sword for centuries, and is
tracking the thief who stole it with a burning malice (sound
familiar?). It's quite possible the status of the item is
more significant than its raw power - perhaps the baron who
sees a character wearing the Amulet of Moranna (+1 armor)
immediately kneels and swears fealty in Moranna's name.
So how does one create a history? Some questions you want to
answer are:
- What is it called?
- Who made it?
- How did they make it? (In a volcano, with cat's breath,
with the heart of her enemy, by prayer.)
- Who did they make it for? (A friend, a liege, the
general public.)
- Why did they make it? (To win a battle, for vengeance,
for protection, for fun.)
- How was it lost by the original owner? (Was stolen,
slipped away on its own, owner died.)
- Who else owned it, and what use did they make of it?
(Perhaps they didn't recognize it for what it was.)
- Are there prophecies surrounding it?
- Who knows about it? (And to what degree - a fishmonger
may know its name and description, but a goblin king whose
father was slain with it may know more.)
- Who fears it?
- Who covets it?
If you use many magic items in your campaign, you obviously
don't want to overdo it. Not every dagger +1 has a story.
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5. Drawbacks
From: Shahed Sharif
Costs or side-effects can make any item more interesting.
The main caveat here is that drawbacks are often annoying.
The way to avoid something too irritating is to justify its
existence.
For example, a golden scepter with a head carved
like a dragon's can breathe flame on command. It may use up
charges, and the only way to replenish the charges is to
feed the head red gems. When the wielder of a short sword
travels between shadows, he walks down a dark corridor,
where imps who live in this shadow realm could accost him
on occasion, either taunting him or pilfering small items.
Most interesting is to make the power itself difficult to
use. The easiest example is an object that summons a
fearsome creature who attacks everything in sight, including
the summoner. What about an explosion in a box -a metal box
which, when opened, releases a ball of flame, then shuts
itself. Maybe the item has a design flaw. Consider a metal
rod which, when thrust into the ground, creates a wall of
force, except the rod always ends up on the opposite side of
the wall as the wielder.
A drawback could be physical. What if that machine of
weather control weighs a couple tons, or is made of ice?
The social status of the item may also be a problem. Just
found a javelin of dragon slaying? Every treasure hunter in
the area will want a shot at you. And good luck if the
nearby dragon hears anything!
With any drawback, make sure that the cost does not
outweigh the power of the magical item. You don't want the
players to regret going through all the trouble of getting
it in the first place!
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6. Household Items
From: Shahed Sharif
Most magic items have powers that center on adventuring.
Yet, only a small proportion of the general population (or
more importantly, of the rich and powerful) actually
adventure. Most of the elite are political leaders or
wealthy merchants. These are the people most likely to
commission magic items that have prosaic uses and not so
obvious adventuring uses.
How about a brush that sprays a caustic cleaning liquid on
command, which might be good to spray in a foe's eyes. A
crystal dictaphone, (a jewel that records sound), could be a
great spying tool. A wardrobe that dresses its owner upon
command is useful for those in need of a quick disguise. For
these items, you don't even need to come up with a creative
use yourself - just come up with a magical whatsit that
makes any mundane task easier, and let the players figure
out how to abuse it.
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7. Transforming Items
From: Shahed Sharif
Items that gradually transform into other items, or are
parts of larger ones, give you an opportunity to add or
change powers. Consider an egg that can store spells. One
day, it hatches into a metal bird with new, greater powers.
What about a stone whose color mimics the phases of the
moon, with different powers at different times?
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8. Be Descriptive
From: J L Ford
Describe what the PCs have found. Be specific.
Instead of saying "You find a ring," tell your players,
"You find a ring made of a reddish metal, a few dwarvish
runes carved into it reading, 'To Darkath, may you soar
with birds.' It feels slightly worn but gives off warmth
as you touch it." Which would you rather find as a player?
Some basic descriptors are:
- Composition
- Color
- Texture
- Writings/engravings
- Perceived temperature of the item
- Size
- Shape
Some of these will be dictated by the item. A ring's basic
shape is already determined, as is writing on a scroll of
fireball. However, perhaps there's one region or race that
makes a specific paper? A scroll written on paper made from
seaweed grown only in one bay of the Oligmaar Ocean is far
more interesting than just a scroll.
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9. Give It More Properties
From: J L Ford
A +1 longsword doesn't have to be just a +1 longsword. Make
it a +1 flaming longsword. This is minor, yes, but think of
other uses for the flaming properties. I had one player with
a flaming longsword who used to stick his raw steak on his
sword, issue the command word, and then let his sword cook
the steak.
Perhaps a wizard uses a +1 flaming dagger to light his
candles? A fighter uses a +2 heavy mace of frost to keep his
ale cold, while his cleric buddy is using a +1 holy crossbow
bolt to assist in the creation of holy water.
There are numerous roleplay possibilities in many of the
abilities, and the players (as well as their characters)
will make their own stories with their own, unique items.
Maybe a bard has discovered a way of making weaker
thunderstones, and uses them in his/her performance to add
some bass to their musical performance.
Don't be afraid to let players use their items creatively.
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10. Curse It, But Be Creative
From: J L Ford
For instance, perhaps a sword was created, and in the
attempt to give it intelligence, its creator gave it the
soul of a doting goblin matron. Imagine the horror on the
rogue's face when the sword tells him to watch his language
or she'll rinse it out with mud.
Interesting intelligence isn't the only curse an item could
have. Imagine gauntlets of ogre strength that bestowed an
ogre's intelligence and charisma upon its wearer, as well.
Perhaps a cleric's holy symbol of turning requires the
physical act of turning in a circle to work.
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11. Be Consistent
From: J L Ford
This is the one clue I give any and all GMs, no matter what
the topic is. No matter what style of play your group likes,
be it hack-and-slash, political intrigue, role playing, roll
playing, and so on, be consistent.
The players (and thus, the characters) will notice that if a
lowly thug has a +1 weapon, then it's probably cheap enough
for most people, and trying to charge the PCs 500,000 gold
pieces for a +1 weapon will not make sense.
If the PCs have reached 9th level (or a similar equivalent
for non-level based games) and one party member finally got
a single +1 arrow, they will be quite upset upon finding out
that magic weapons are sold everywhere for 40 percent of
book value.
Tips for being persistent are:
- Follow logic. If magic is rare, magic items will be rarer.
If magic is everywhere and prevalent, then obtaining a +1
magic weapon should not involve a grandiose quest.
- Follow basic economic principles. If there is no demand
for magic items in a given location, there will be little
(if any) supply. If there is great demand, and the supply
chain can keep up, then there will most likely be a shop
that purchases and sells magical items. If demand is great
and supply is low, prices will skyrocket, whereas prices
drop dramatically the other way around.
- Remember and record. If it's been established the
elven weaponsmith Arranagis always marks his weaponry with a
stylish A, and now one of the party members starts marking
their weaponry the same way, Arranagis is going to take
offense.
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Readers' Tips Of The Week:
1. Large Battles With Fewer Rolls
From: Paul Wilson
Single Roll: Because D&D uses a D20 for most resolutions it
can easily be used to handle large numbers of individuals.
This is because each number in a D20 check can be thought of
as a 5% increment (100% divided by 20). This can therefore
be used to quickly calculate the percentage of the
individuals that succeed or fail a particular D20 check.
If the check equals the target DC this can be treated as if
50% of the individuals succeed. For each number that the
check exceeds the target DC you can add 5% to the number of
individuals that pass. For each number below you have to
subtract 5% of the individuals that pass. This is capped at
100% and has a minimum of 0%. This can also be used for
attack rolls. The number that "pass" are the number that
succeed at the attack and hit the enemy. Round off any
decimals as normal.
For example:
Take the DC as 16 and the number of individuals subject to
this check as 40.
If a 16 is rolled then 50% of the individuals pass the
check. Which means that 20 of them pass.
If a 17 is rolled then 55% of the individuals pass the
check. Which means that 22 of them pass.
This system is scalable from an individual up to as many
troops as you like because it is based on percentages.
Average Damage:
- Roll damage once (or take the average)
- Multiply by the number that hit
- Divide by the average hit points of the targets.
This will give the number of individuals killed. The whole
numbers give the number of troops killed, and if there are
any decimals left, then keep these and add them to the next
damage done to the unit (round off to 1 decimal place).
Here is an example of this used in a mass combat situation:
Alpha is a squad of 20 Archers. Beta is a squad of 30 infantry.
Alpha
-----
Number of troops: 20 (Level 2 Fighters)
Weapon: Short Bow (damage 1D6)
Armour: Studded Leather Armour
(total AC 10+3[armour]+2[dex] = 15)
Hit points: 19 (2D10+4)
Beta
----
Number of troops: 30 (Level 2 Fighters)
Weapon: Long Sword (damage 1D8)
Armour: Breast Plate and Large Shield
(total AC 10+5[armour]+2[shield]+2[dex] = 19)
Hit points: 19 (2D10+4)
Example combat
- Alpha unleashes a volley of arrows at Beta.
16 rolled +2[base attack] +2[dex] = 20
This means that 55% of the attacks hit the mark. That's 11
hits.
If the average damage is 3, 11 hits makes 33 points of
damage. This is then divided by the average hit points of
Beta (19), giving a total killed of 1.7. So 1 individual is
killed, and there is some damage to the rest of Beta squad,
so you keep the 0.7 damage left.
- Beta closes with Alpha and makes a melee attack.
19 rolled +2[base attack] +2[str] = 23
Critical threat, roll to confirm:
18 rolled +2[base attack] +2[str] = 22
A critical hit!
As Alpha only has an AC of 15 this means that 90% of Beta's
attacks hit giving 26 hits (29 * 90% = 26.1).
Average Damage = 6 (4+2)
Critical (*2) = 12
Multiply by the number of hits (26) = 312
Divide by target's average HP (19) = 16.4
Alpha loses 16 troops bringing them to a total of 4.
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2. Gaming Communications Accuracy
From: Mike Bourke
Regarding the reader's tip in issue 319 regarding world events:
http://www.roleplayingtips.com/readissue.php?number=319#R2
One major flaw with the proposal stated is that it assumes a
perfect communications mechanism. There is no allowance for
communications lag or distortion from any one of a dozen
reasons. Yet, if these are issues in our modern world, with
all its high-tech news-gathering and reporting options, then
they must also be present in pseudo-medieval fantasy worlds
or the heightened anarchy of modern/future game settings.
There are five parts to any reported event:
- The core event
- The circumstances
- The outcome
- Official reaction
- Public reactions
These are ranked in order of unreliability in any media
report containing them.
Each type of communications technology has an inherently
limited level of accuracy. The worst (as any school yard
game of Chinese whispers will confirm) are verbal reports;
the next worst are transcribed reports; then relayed
reports; then audio broadcasts; and most accurate are audio-
visual reports, which require considerable sophistication to
falsify or misrepresent - though it can be done.
Each step in the communications relay exposes the message to
the inherent risk entailed by the communications method.
Considering each area of sensitivity as an additional
communications relay step permits a simple exponential
calculation to let the GM assess the reliability (and level
of distortion) of each aspect of the message:
net reliability = base reliability(sensitivity + steps).
For example, if word of mouth reports are received of a
famine in the east by means of 4 relay steps, and word of
mouth is 90% reliable, then:
Net reliability, core event = 0.94
= 0.9 x 0.9 x 0.9 x 0.9 = .6561 = 66%.
There is thus a 1-in-3 chance that there is NO famine in the
east, though the population there might be preparing for one
or expecting one.
Net reliability, circumstances = 0.95
= 0.9 x 0.6561 = .59049 = 59%.
So, while the reported cause might be locusts, there is a
41% chance the real cause could be anything from a guild
dispute to excess of rain.
Net reliability, outcome = 0.96
= 0.9 x 0.59049 = .531441 = 53%.
So, while the report might state they are all starving to
death, and the army has deserted to loot and pillage for
food, there is a 47% chance the army is in complete control
and is staging an invasion of its neighbours to gain the
food needed.
Net reliability, official reaction = 0.97 = 48%
Net reliability, public reaction = 0.98 = 43%
"The majority of their citizens are clamouring for relief
and would aide us in the event of an invasion by our forces
in exchange for food. Many of their generals are believed to
be ready to launch a coup and would welcome our aide. Your
majesty, they are a plum ripe for the picking, at little
cost to ourselves...."
Note, this method is very sensitive to the base reliability.
If the reliability of word-of-mouth reports is only 1% lower
than that used above (89% instead of 90%), the reliability
of the public reaction drops a full 4%. Even at the 90%
mark, adding another two steps to the relay drops it by 9%.
This method is rough-and-ready, and capable of a lot of
refinement. It doesn't take into account the degrees of
local interest in the news - but the more important it is to
the people relaying the message, the more likely it is to be
correct. Thus, reports of an earthquake to the south might
not cause a great disturbance locally, and might not be
reported accurately far to the north (or at all); but
reports of an earthquake to the south that was going to
cause an increase in the general taxation rate would be big
news all over an empire. Thus it would persist far longer
and be distorted even more.
There is also the truism that news travels by the fastest
route possible. This is not quite true - rumour and gossip
do so, but reliable news is often much slower.
There is clearly a lot of room for further development of
the idea, but the nature of that development would vary
greatly from campaign to campaign, and even from location to
location within a campaign.
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3. Gaming Consistently
From: Greg Stockton
My method, which has sustained my weekly campaign for nearly
4 years (and 16 levels of character advancement) is that we
run on Thursday nights, at 9pm.
Virtually everybody in my campaign has a significant other,
and four have two or more children, so any attempt to do
Friday nights, weekends, or any other time that would incur
spouse wrath was just not going to happen.
I hit on the idea of 9pm Thursday night at the very start of
the campaign. The logic is that by 9pm people have spent
time with their families, and the kids are either in bed, or
the spouse can take care of them without undue burden. Also,
although going to bed at 12am or 1am can be painful when you
have to be up 4-5 hours later, it's Friday, so you get to
sleep in the following day.
Obviously, it doesn't work for everybody all the time, and
I'm probably the worst for cancelling (being the GM), but
the trend is that it works and everybody (spouses included)
is happy with it.
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4. Paralleling Real-World Events
From: John Pete D.
I can appreciate the frustration when one takes away from
his busy schedule to set aside time to play a game, and then
everybody else is late.
To maintain interest, find out what your players are
interested in. Incorporate ideas from movies and books
they've read and seen. Current events are cool. When Saddam
annexed Kuwait, it was like in one of our games when the
kingdom of Georgeland was at threat of being taken over by
changelings working with a border nation of trolls, and
other beings. Instead of sending in tanks, the DM sent an
iron clad dire bear of some sort (in one of the books) that
ran people down like a tank. Parallel world events makes for
an engrossing game.
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