Yeah, add me to the underwhelmed list. I mean its nice they include the flavor and I do appreciate it, but I was hoping it would have been like Fallen Seraphs suggestion and been something that could grow with you as you level. Just adding back fluff to magic item descriptions does not an impressive preview make.
The way they presented it seemed like it would be a brand new type of item.
These are the same items, just with some plot hooks thrown in?
Bleh. I like what they tried to do, but if it's just another +1 sword, the history isn't important. Items you're going to have quests and history around should stand out from the crowd in some significant way. They have to be worth paying attention to.
Good intention, poor execution.
I believe this is the "darned if you do" part of, "darned if you do, darned if you don't." Since the 4E launch WotC has been criticized for all crunch/no fluff. As a result, they've presented fluff...to criticism.
That's an interesting take on it.I think that fluff is really useful.
Let's say that a player wants to get a suit of Holy Radiance Armour.
The DM could rule that he needs to go to a corrupt town and pray in the open in the town square, converting the town to Pelor while exposing himself to a lot of danger. If he does that, poof, his armour becomes Holy Radiance.
Or he could tell the players the story presented in the book and place the armour in Xelfide. The players can decide if they want to go get it or not.
It's a great way to get a player-driven adventure without having to do much work.
You know who did this nicely in their blog review of Divine Power? Geek's Dream Girl.Oh, and from me what they can also learn: Create some fiction. Not too much, but do more than retelling of stories. In a way it's the "show, not tell" concept, except you still can just tell a story. But the perspective is different. Again, the story of the Halflings could have been presented with the entire story in a few paragraphs, and then a piece of fiction describing how they entered the lair.
I was hoping for a Weapons of Legacy-tyle implementation, with an item's powers tied to a campaign arc of sorts.What were you guys hoping for?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.