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Creating magic items in 5e
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<blockquote data-quote="Ilbranteloth" data-source="post: 7188185" data-attributes="member: 6778044"><p>Agreed. Which is why the passage of time, having a place and people for "home" for all of the characters, and defining some of their personal goals are key in our campaign.</p><p></p><p>Surviving a dungeon is a lot like winning the lottery. You suddenly have a whole bunch of disposable cash that you didn't have before. What would you spend it on? A home? Vacations? Cars? Parties? Debt? Electronics? Adventuring is the means to the end, we think it's important to define that end ahead of time. Of course, once you have the coin, the goals may change. But there are always a lot of expenses to living, and it's rare for somebody to have nobody that they care about in the world. Of course, D&D characters seem to comprise a lot of orphans and street urchins.</p><p></p><p>While we don't play out all of the non-adventuring stuff, the goals of the characters are usually centered around it. Downtime is a big part of the campaign (made easier by having multiple characters for everybody), and strange ingredients can often be purchased rather than found by themselves. More than one wizard PC has morphed into more of an NPC hiring others to gather ingredients and craft items, etc. in the campaign. It's cool because over time the home town (if we're running that type of campaign), grows into more and more ex-PCs, who settle down to have families, etc. And when multiple characters are needed, then each player has plenty to choose from.</p><p></p><p>Having multiple characters that can switch in and out at appropriate times not only allows for a greater use of downtime and goals outside of adventuring, but it also means that it's not always the same adventurer's that are "saving the town" or whatever. There are some rivalries among PCs, but many of them are friends and share information and stories, and then those who are available at a given time, will go out to explore some more.</p><p></p><p>It also aids in a greater, and perhaps more realistic, passage of time in the campaign.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7188185, member: 6778044"] Agreed. Which is why the passage of time, having a place and people for "home" for all of the characters, and defining some of their personal goals are key in our campaign. Surviving a dungeon is a lot like winning the lottery. You suddenly have a whole bunch of disposable cash that you didn't have before. What would you spend it on? A home? Vacations? Cars? Parties? Debt? Electronics? Adventuring is the means to the end, we think it's important to define that end ahead of time. Of course, once you have the coin, the goals may change. But there are always a lot of expenses to living, and it's rare for somebody to have nobody that they care about in the world. Of course, D&D characters seem to comprise a lot of orphans and street urchins. While we don't play out all of the non-adventuring stuff, the goals of the characters are usually centered around it. Downtime is a big part of the campaign (made easier by having multiple characters for everybody), and strange ingredients can often be purchased rather than found by themselves. More than one wizard PC has morphed into more of an NPC hiring others to gather ingredients and craft items, etc. in the campaign. It's cool because over time the home town (if we're running that type of campaign), grows into more and more ex-PCs, who settle down to have families, etc. And when multiple characters are needed, then each player has plenty to choose from. Having multiple characters that can switch in and out at appropriate times not only allows for a greater use of downtime and goals outside of adventuring, but it also means that it's not always the same adventurer's that are "saving the town" or whatever. There are some rivalries among PCs, but many of them are friends and share information and stories, and then those who are available at a given time, will go out to explore some more. It also aids in a greater, and perhaps more realistic, passage of time in the campaign. [/QUOTE]
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