Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-29-2016, 01:32 PM   #5
Colarmel
 
Join Date: Aug 2012
Location: Northeast Kansas
Default Re: Advantages as "Enchnatments" or artifacts?

If you want to have an evil sword, design it as a character. I think Thaumatology has rules on this. Secretly roll a contest of wills each time your players use it. Include comments like "you feel a surge of pleasure as you cut the goblins throat. You like this sword." But don't tell them why this is happening. Or, if your players are absorbed enough in pursuing power at any cost, tell them something more obvious, "A primeval dread clutches as your heart as you put the sword to its deadly purpose."

Getting the swordsman PC who uses it after the fight to let go of it can be an adventure in itself. If you're going to give a PC an artifact that turns him evil, make sure he has a chance at redemption.

Letting your players know the dangers of it and how to use the thing safely means the dangers don't really matter, probably your players will say, "Oh. Okay. I can use this 25 (way too many) times a day, and then switch to my normal sword." To have the PCs counting uses of the incredibly powerful evil sword is miles outside of the dramatic and genre conventions that make evil swords interesting.
Colarmel is offline   Reply With Quote
 

Tags
advanatages, enchantment, powers, weapons


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:06 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.