Magic items are capable of a great many things. They can give players
and villains alike a needed boost in strength. They can be the source
of entire adventures, or trinkets that the players don't think twice
about. However, they tend to get stories associated with them over
the course of adventures. Even otherwise seemingly useless items may
gain life for their utility, or be remembered fondly for the one time
they proved to be useful. At this point they become more than just a
magic item, they become a story. And it is this topic I hope to
explore today.
More Than A +1 Longsword
An easy first step is to avoid giving +1 weapons. Make the item
something special by adding a couple of details. Even something small
like a few notched on the cross guard can lead to an interesting
story when someone they run into finds it familiar. Now, I'd usually
recommend something bigger but subtly can be surprisingly effective
too.
In terms of function, I've found going big is most memorable.
Something that changes the game. The real potential for story telling
with these items isn't that it's just a sword like my old one but
does more damage. It's that it opened up new options previously
beyond the player's reach. The new options that open up allow for new
stories to be told. However, you can do both aspects or one or the
other. The great part about an item, even if it's just a +1 longsword
in combat, is that it might open up role-play opportunities not
otherwise possible. A +1 longsword in a world with almost no +1
longswords becomes something more. It will be coveted.
Let's Find Them!
There is always the classic story of trying to find an item. A whole
campaign could revolve around finding an item. Whether that's because
it's valuable to the players or the NPC that hired them is
irrelevant: the item has value and they'll look for it. It takes care
though, and players who are willing to go after such a goal.
However, I think that you can't rely on the item itself in this case
to drive the whole campaign and story. Instead it's a catalyst for
the players and forces who want it to perform actions. As such, the
location where the item is and the path to getting to it is the real
core of the story. Where and how an item is found, even one that
wasn't sought, tells quite a lot about that item and can hint to a
larger story. This may sound obvious but I've seen all too often that
an item becomes all that is important in a campaign instead of a
setup.
Purpose
An item needs to be made by someone for some reason, and if the
players aren't going to pawn it off at the nearest stand they'll need
a purpose for it too. The purpose may not be foreseen, since it's up
to the players to find creative methods to use items. However, if the
players realize they are about to face a dangerous situation it isn't
uncommon for them to look for ways to change the odds more in their
favour. And a common method is through magic items. Scrolls, magic
rings, world shattering devices, a sun blade in a vampire centred
campaign, take your pick. What's great about these situations is that
since the players are actively seeking these items out, it means they
already have a purpose. Of course, the trouble with this method is
that if the players always break to look for magic items and
resources, a good portion of the tension will fly out the window.
They can't always run into a situation perfectly prepared.
When it's on the other side of the DM screen I find that the items
should help further the goal of the NPC in some way. If the NPC or
villain is also chasing after the same item, they need to have a
reason. Money is an easy one, but something more personal can often
lead to better results. Potions to prevent aging, or the severed limb
of a now crippled death knight who wants to regain his power. Those
sorts of things.
History
Magic items can become part of the identity of a character. I think
we can all remember a character we had that had a certain item that
was closely associated with the character in question. Even if it's a
published item like a sun blade, the moment it was used cleverly to
kill 3 vampire spawn goes down in campaign history and leaves an
impact. What it requires to become more in this case is a special
moment and use for it. After all, a sun blade wouldn't have been
nearly as fondly remembered in a campaign with no vampires, though it
would still prove to be more useful than a regular old short sword.
This also means that if a player character dies, their old magic
items have a history attached to them. I've seen this occur both in
cases where players reacquired items their old characters used to
have (the campaign was set a thousand years after their previous
ones), or where a new player joining a group received the items from
their recently dead friend. The responsibility to do justice to their
fallen comrade that the player role-played was something hard to
describe. The reactions the players had to regaining their old items
that now had a long storied history in the world was also hard to
describe. The item became a character in the campaign itself, and it
was like seeing an old friend NPC come back.
On top of that, some magic items can help tell the story of a
character. It's not that uncommon to see a player character who is a
disgraced noble or hero. Besides their magic sword, and memories of
grander days, they have virtually nothing. You can also have the item
grow in power over the course of the campaign as the player becomes
more powerful and gains more control over their magic item. In this
case, their starting weapon is closely linked to their personal story
and has a history all their own. It's also a history you can let the
player come up with. Whether it's the magic sword of their fallen
friend that they will take to finish their work or whatever else,
such a history is a great opportunity for telling stories and
role-playing.
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