![]() |
![]() |
#21 |
Join Date: Jul 2007
Location: West Virginia
|
![]()
I had my Players in a place where there was logically a lot of treasure to be found. I tried to keep the haul within reason.
Please tell me if this list is too much. A bejeweled brooch that makes everything the person who wears it seem magical to Detect Magic. Thus hiding the real magic items in the noise. A black silk mantle (Medieval cloak) that provides environmental comfort. Anyone wearing the cloak is protected from all environmental stress. Spells like Fireball and Come of Cold work normally, but the person wearing the mantle could walk across a glacier without being the least bit chilly, or travel through a tropical swamp without the least discomfort from heat or humidity. The mantle is also self cleaning and self repairing. A silver ring with a green crystal. If someone wears this ring while playing cards with others, the ring wearer will always know what cards the other players have. Including any extra cards they mean to cheat with. (This was automatically labeled the Ring of Cheaters by the players). Three silver rings with red crystals. If someone wears any of these rings while someone is wearing the aforementioned ring with the green crystal, the person wearing the ring with the green crystal can see and hear everything in the ten foot radius around the wearer of the ring with the red crystal. As long as they are within a thousand miles of the ring with the green crystal and on the same plane of existence. A magical whistling top. While the top is spinning it plays one of five tunes. The tune can be changed by the person who last spun the top calling out the name of the flower associated with that tune. ( The flowers are a rose, a lilly, a daisy, a violet, and a daffodil). The top remains spinning for a very long time and is very easy to start spinning. Bedclothes all magically charmed to stay clean, fresh, sweet smelling, and in good repair. The coverlet keeps the sleeper at a comfortable temperature at all times. The pillows, bolster, and "mattress" (really more of a feather bed) keeps the sleeper comfortable at all times and eliminates pressure points. These items work separately. A silver ring with a blue crystal. It stores one use of a cantrip. Thus letting a PC with cantrips give another character one use of the cantrip. A necklace of brown beads that always smells of myrrh. A chamber pot that is always self cleaning and deodorizing. A scroll of three cantrips. Move Earth, a version of the Druidic cantrip Bonfire, that is a Wizard cantrip, and an illusion cantrip that is limited to smells. But can create strong smells. Was this to little or way to much?
__________________
Per Ardua Per Astra! Ancora Imparo Last edited by Astromancer; 10-02-2022 at 02:03 PM. |
![]() |
![]() |
![]() |
#22 |
Join Date: Aug 2007
|
![]()
Well, let's add them up.
Only the cantrip storing ring can add directly to offense or defense if it is storing the right cantrip. Maybe the scroll too but scrolls are limited use and the ring only stores a cantrip that someone has to put in it. Fairly hard to abuse either. The green crystal ring (augmented by the red crystal rings) can be used to make money, engage in espionage (maybe) or for general shenanigans. not hugely powerful though I would try and get some mileage out of it myself. The rest make the user more comfortable or provide trivial amusement. I wouldn't call it too much unless they divert the PCs into trying to find uses for them instead of addressing the adventure at hand. Is it not enough? When I was playing in the longest 5e game (Official Wizards Ravenloft) i've been in I think I may have had a +1 Ring of Protection by 5th level. I didn't get a +1 weapon until 8th level or something like that. In the Spelljammer game I've only run for one session so far I gave the players what I thought was a reasonable sum (500 GP) for starting at 5th level. Most of them turned that money into a common magic item (things like Cloaks +1) though one bought a blackpowder pistol for 250 gp. 3.5 had hard and fast rules for this sort of thing but 5e hasn't and appears to discourage powerful magic items most of the time.
__________________
Fred Brackin |
![]() |
![]() |
![]() |
#23 |
Join Date: Jul 2007
Location: West Virginia
|
![]()
What do you guys think of The Complete Arcanum? I'm told it has useful variant rules for Arcane spell casters in DnD. I know it's 3.5, but I've heard most rules function perfectly well in 5e.
__________________
Per Ardua Per Astra! Ancora Imparo |
![]() |
![]() |
![]() |
#24 |
Join Date: Apr 2005
|
![]()
Anyone have advice in introducing players mostly familiar with GURPS and DnD to more narrative Powered by the Apocalypse games?
|
![]() |
![]() |
![]() |
#25 | |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
|
![]() Quote:
My experience with PbtA games is: they're interesting if you want to play the characters they have already made for you, and you want to play the story they wrote for you. But, if you want to do anything else, the game fights you, tooth-and-nail, every step of the way. We tried Masks for about an hour, and didn't make it through character generation because none of the character classes fit with over half the party and none of the players were interested in the mandatory baggage they were saddled with. Might look into Fate or Fudge. |
|
![]() |
![]() |
![]() |
#26 | |
Join Date: Jun 2005
|
![]() Quote:
And specifically, PbtA does not give you freedom to say that your character does X, and leave it to the GM to decide what happens, as has been the case in RPGs since the days of Arneson. Rather, you choose one of a list of fewer than a dozen options, and say that your character does that. That's not what I call "narrative powered"; picking items from a menu isn't what I call "narrative." There seems to be a growing tendency for people to talk about "narrative" games when they mean games where the rules directly specify that you must narrate X, or Y, or Z, rather than specifying how you create a character and letter you make up something to narrate about your creation. It's more a gamist approach to narrative than a narrativist approach.
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
![]() |
![]() |
![]() |
#27 | |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
|
![]() Quote:
Again, Mr. Stoddard, you can articulate what is in my mind better than I can. |
|
![]() |
![]() |
![]() |
#28 |
Join Date: Apr 2005
|
![]()
Interesting. I've mostly been listening to actual play podcasts for various PbtA games -- it seems like the player says "I want to do X", the GM says, that sounds closes to move "Y", player rolls, and GM and player figure out what the result means.
I have heard there are issues with the playbooks in some games, folks rave about others. So I'm thinking of doing a one-shot of Apocalypse Keys. |
![]() |
![]() |
![]() |
#29 |
Join Date: Sep 2008
Location: near London, UK
|
![]()
I haven't been a fan of PbtA for reasons similar to those Bill articulates - but I recently listened to the Esoteric Order of Gamers' playthrough of Monsterhearts and for me that made rather more sense of it, and of "narrativist" games in general.
In my standard mode of RPGs, each player gets into the mindset of their character. Here's a challenge - how am I going to resolve it? When I run or play GURPS I rarely see players rolling for their disadvantages, unless they want a hint from the dice ("would I be Lecherous here?"), because they've already internalised them. In PbtA if you try to play that way you'll be constantly kicked out of it. This game is not about thinking like the character – it's about being the writer on the team who has primary responsibility for that character. You're not trying to get them to their goals, the way they would be themselves; you're trying to get them into situations that will let them show off their distinctive traits (both good and bad), and to make sure the overall story is an interesting one. So I think it is worth laying that out for the players up front and making sure they're up for it. And then pick the right game, because as Mark suggests each game is basically more like a short campaign in scope, not a full-on play-anything-in-that-world RPG.
__________________
Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
![]() |
![]() |
![]() |
#30 | |
Join Date: Apr 2005
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|