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<blockquote data-quote="Drawmack" data-source="post: 837131" data-attributes="member: 4981"><p>I think we're talking about slightly different things here.</p><p></p><p>When I create something, let's say an artifact for example, I am much more invested into that item then something that just comes from an adventure. Therefor my presentation of that item is better.</p><p></p><p><strong>Example:</strong></p><p>Artifact from the DMG: You find an ancient tome wrapped in human skin. You believe this to be the Book of Vile Darkness you've been looking for.</p><p></p><p>My own artifact: You spot a small decanter that looks mostly like a wine decanter. However there is a small silver placard on it marked with an arcane rune. Inside the decanter is a blue liquid that is bubbling. The top is plugged with a silver cap that has a goblin carved into it. You believe this may be the bottle of arcana you've been searching for.</p><p></p><p></p><p>This means that the players are more likely to enjoy something that I created over something that was created for me. Which appears to be the point you're hitting at. My point goes beyond this and back to when I was sitting down to create that item.</p><p></p><p>Normally when I sit down to create an item here is what I know.</p><p>What I want it to do:</p><p>How I want it to work:</p><p></p><p>With that information I attempt to create an item that makes the players say wow. If I can get a wow from my players then the creation time is worth it, if I do not then the creation time is not worth it.</p><p></p><p>For me the fun part of being a GM is when three months from now they are still talking about the adventure I'm running right now.</p></blockquote><p></p>
[QUOTE="Drawmack, post: 837131, member: 4981"] I think we're talking about slightly different things here. When I create something, let's say an artifact for example, I am much more invested into that item then something that just comes from an adventure. Therefor my presentation of that item is better. [b]Example:[/b] Artifact from the DMG: You find an ancient tome wrapped in human skin. You believe this to be the Book of Vile Darkness you've been looking for. My own artifact: You spot a small decanter that looks mostly like a wine decanter. However there is a small silver placard on it marked with an arcane rune. Inside the decanter is a blue liquid that is bubbling. The top is plugged with a silver cap that has a goblin carved into it. You believe this may be the bottle of arcana you've been searching for. This means that the players are more likely to enjoy something that I created over something that was created for me. Which appears to be the point you're hitting at. My point goes beyond this and back to when I was sitting down to create that item. Normally when I sit down to create an item here is what I know. What I want it to do: How I want it to work: With that information I attempt to create an item that makes the players say wow. If I can get a wow from my players then the creation time is worth it, if I do not then the creation time is not worth it. For me the fun part of being a GM is when three months from now they are still talking about the adventure I'm running right now. [/QUOTE]
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