• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Cursed items in the campaign

What a cursed item does is less significant than how a party reasons given the knowledge that cursed items exist. If you know that The Necklace of Strangulation exists, and that it could look like any other necklace, then it means you never try out a magical necklace until it's been checked for curses.
This, and on a broader scale cursed items are a useful reminder that magic isn't - or certainly should not be - risk-free.
 

log in or register to remove this ad

This, and on a broader scale cursed items are a useful reminder that magic isn't - or certainly should not be - risk-free.
It's a matter of preference. You just have to know what you're getting into, when you intentionally decide to include or not-include cursed items.

The same thing can be said of random traps hidden in the middle of random hallways. You can certainly have them, but it means the party is going never going to walk down a hallway without checking for traps at every step along the way. If you don't want gameplay to slow to a crawl, you can instead choose to not have random hidden traps. If you don't want to make the players paranoid about every magic item they find, then don't include random cursed items. (You can still include important cursed items, where the curse is known and understood, in the same way that you can still include traps on doors and chests without having unpredictable traps.) It's just a matter of where you want to focus gameplay.
 

Into the Woods

Remove ads

Top