Tuesday, August 23, 2011

Magic Items are Campaign Defining

Continuing to work on my homegrown rules in my spare time. Currently I'm well into the magic item section.

Basically the intent is to give examples of how some things are done in the game system, and provide a spark for imagination. The latter isn't really all that important considering that the system isn't intended for beginners, but for my own groups.


The nature of a campaign defines what sort of magic items are suited to it. A historical dark ages game without magic would reject any items while a 'magic paves the city streets' setting would require them by the hundreds.

My campaigns tends to be rather magic poor. Most characters can expect to get a minor item or two if they live long enough. Only a few will obtain an item of true power. And to be honest the core rules are written more for this sort of campaign than any other.

Despite that, it's important to give enough examples to cover a good range of possibilities. It's interesting however that the list of example items will likely be longer than the entire list of magic items that players have actually earned in my campaigns.

No comments: