Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Does/Should D&D Have the Player's Game Experience as a goal?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9239619" data-attributes="member: 6790260"><p>And most likely not even that! Because what makes magic items feel wondrous often has <em>absolutely nothing</em> to do with how powerful or uncommon they are in-game. It has everything to do with three things: (1) how fresh and new they are to the player, (2) how valuable the magic item is to them personally (e.g. utility, symbolism, aesthetics, marketability, etc.), and (3) the manner in which the item was earned/acquired.</p><p></p><p>You make magic items feel magical again, not by making boring +N items essentially unknown, but by <em>not using boring items</em>. Anyone can make a boring +2 Flaming Sword of Swiftness. It takes an actual DM, using the most important part of DM skill, <em>caring about player enthusiasm</em>, to create something like...</p><p></p><p>"As you turn the finely-wrought lacquer-and-nacre scabbard in your hand, you realize that this must be an Arkhosian High Blademaster's sword. Drawing it, you see the curved blade within, austere in its perfection. The handle bears gold and mythril embroidery of cranes, the cross-guard lilies in crimson and gold, implying this sword once belonged to someone of a cadet branch of the royal family. After a few minutes of trial and error, an Arkhosian word that loosely translates as 'for blood and honor' sets the sword alight, the color and intensity clearly marking it as dragon-fire. And that leads to a second realization: though its greatest magic has faded slightly, it retains some final mote of the Golden One's flame, still burning after all these centuries. Karthedaas of clan Nyax, you hold in your hands one of the few treasures of Lost Arkhosia that remain, dimmed but not dulled by the turning of the ages--and now it is yours, to bring honor to your name and your clan. Or perhaps that unquenched spark may bring forth Arkhosia's light again, at your hand? You are not the first to have such thoughts...but none had the strength, or tools, or <em>allies</em> you have at your disposal."</p><p></p><p><em>That</em> is how you make a magic item wondrous. You make it <em>matter</em>. You give it weight and meaning.</p><p></p><p>Something as simple as a leather duster that acts like armor, or a hat of disguise, can be a beloved and precious thing, to the point that losing it marks a ruthlessly determined quest to get it back, whatever the cost. Something incredibly powerful but nondescript and flatly presented can be a nothingburger largely ignored.</p><p></p><p>The magic of the story is in the telling, not in the numbers.</p><p></p><p></p><p>Fully agreed. Sadly, opaque design is quite popular, in part because people so readily confuse "X is designed to do Y well" with "X cannot do anything other than Y," and thence transform that into, "Because X is designed to do Y well, if you like stuff that isn't Y, <em>you aren't welcome here</em>." Thus we get intentional obscurantism; if you avoid ever explaining yourself, no one can (almost always mistakenly) feel like you've told them your game excludes them.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9239619, member: 6790260"] And most likely not even that! Because what makes magic items feel wondrous often has [I]absolutely nothing[/I] to do with how powerful or uncommon they are in-game. It has everything to do with three things: (1) how fresh and new they are to the player, (2) how valuable the magic item is to them personally (e.g. utility, symbolism, aesthetics, marketability, etc.), and (3) the manner in which the item was earned/acquired. You make magic items feel magical again, not by making boring +N items essentially unknown, but by [I]not using boring items[/I]. Anyone can make a boring +2 Flaming Sword of Swiftness. It takes an actual DM, using the most important part of DM skill, [I]caring about player enthusiasm[/I], to create something like... "As you turn the finely-wrought lacquer-and-nacre scabbard in your hand, you realize that this must be an Arkhosian High Blademaster's sword. Drawing it, you see the curved blade within, austere in its perfection. The handle bears gold and mythril embroidery of cranes, the cross-guard lilies in crimson and gold, implying this sword once belonged to someone of a cadet branch of the royal family. After a few minutes of trial and error, an Arkhosian word that loosely translates as 'for blood and honor' sets the sword alight, the color and intensity clearly marking it as dragon-fire. And that leads to a second realization: though its greatest magic has faded slightly, it retains some final mote of the Golden One's flame, still burning after all these centuries. Karthedaas of clan Nyax, you hold in your hands one of the few treasures of Lost Arkhosia that remain, dimmed but not dulled by the turning of the ages--and now it is yours, to bring honor to your name and your clan. Or perhaps that unquenched spark may bring forth Arkhosia's light again, at your hand? You are not the first to have such thoughts...but none had the strength, or tools, or [I]allies[/I] you have at your disposal." [I]That[/I] is how you make a magic item wondrous. You make it [I]matter[/I]. You give it weight and meaning. Something as simple as a leather duster that acts like armor, or a hat of disguise, can be a beloved and precious thing, to the point that losing it marks a ruthlessly determined quest to get it back, whatever the cost. Something incredibly powerful but nondescript and flatly presented can be a nothingburger largely ignored. The magic of the story is in the telling, not in the numbers. Fully agreed. Sadly, opaque design is quite popular, in part because people so readily confuse "X is designed to do Y well" with "X cannot do anything other than Y," and thence transform that into, "Because X is designed to do Y well, if you like stuff that isn't Y, [I]you aren't welcome here[/I]." Thus we get intentional obscurantism; if you avoid ever explaining yourself, no one can (almost always mistakenly) feel like you've told them your game excludes them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Does/Should D&D Have the Player's Game Experience as a goal?
Top