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Originally Posted by Rechan I do like cursed items and items with drawbacks and benefits.
However, there's something that I don't often see: Cursed items that do more than impose penalties or do damage (or the oft Helm of Opposite Alignment).
What I'd like to see is something a little more narrative-cursed. Ye olde "You lose everything you own" or "Everyone begins to distrust you" or "Natural disasters follow you". The sort of thing Steven King would have in a novel.
In other words, an item that brings plot hooks and interesting story with it, effecting the PCs lives or their surroundings, as opposed to a mechanical penalty. |
Narrative curses plus adventurers can mean bad, bad things for a campaign setting, the natural disaster one especially. What happens when clever PCs take the item to the Evil area of the campaign map and camp out until the area has been wiped clean of evil life?
It is my considered opinion that cursed items should be built and distributed like normal items; if you wouldn't give a player an Orb of Storms, don't give them cursed items that replicate the effect of an Orb of Storms.