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Excerpt: You and Your Magic Items
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<blockquote data-quote="Heahengel" data-source="post: 4225445" data-attributes="member: 52037"><p>In the current game I'm playing in, we do that backwards. For example, we found a ring of feather falling the other day. The DM told us after the session what it was (he had already houseruled that for almost everything, we would have to experiment if we wanted to figure out what something was immediately, but would auto-id it between sessions). Then, next session, I rped my character experimenting with it. I didn't feel that I had to, but it added to the session, and helped establish my character's personality (this is early in the campaign). </p><p></p><p>So my Artificer started jumping around, trying to see if he could trigger it (I already knew he couldn't because it needs a 5 ft fall before it activates, and he certainly can't jump 5 ft). I started speculating about tuning it to trigger more often (and also wondering if it ever would trigger if I jumped, or only on involuntary falls - a lot of my items will have different personalities (my decision since it helps me to find interesting things to rp with my Artificer)). Then I decided to hire a laborer to test the ring, by giving it to him and pushing him off a wall.</p><p></p><p>So as a player I get to know what items I have, and the RP happens anyway, in a way that includes me more than trying to solve a puzzle. And I could decide what would be interesting and important to my character (I didn't rp out tasting the potion that he found or reading the scrolls). The rest didn't need to be mentioned.</p><p></p><p>Now, this wouldn't work in every game. We are playing in a text IRC game, so the pace is slower and more descriptive, and I wasn't stealing time from the group to grandstand (actually that was about 3 lines I think, while we were doing other things). There are certainly plenty of games where me jumping in and describing how my character is testing and thinking about an item would be annoying and disruptive. But in that kind of game, having to describe swinging a sword at a tree stump repeatedly is at least as bad anyway.</p></blockquote><p></p>
[QUOTE="Heahengel, post: 4225445, member: 52037"] In the current game I'm playing in, we do that backwards. For example, we found a ring of feather falling the other day. The DM told us after the session what it was (he had already houseruled that for almost everything, we would have to experiment if we wanted to figure out what something was immediately, but would auto-id it between sessions). Then, next session, I rped my character experimenting with it. I didn't feel that I had to, but it added to the session, and helped establish my character's personality (this is early in the campaign). So my Artificer started jumping around, trying to see if he could trigger it (I already knew he couldn't because it needs a 5 ft fall before it activates, and he certainly can't jump 5 ft). I started speculating about tuning it to trigger more often (and also wondering if it ever would trigger if I jumped, or only on involuntary falls - a lot of my items will have different personalities (my decision since it helps me to find interesting things to rp with my Artificer)). Then I decided to hire a laborer to test the ring, by giving it to him and pushing him off a wall. So as a player I get to know what items I have, and the RP happens anyway, in a way that includes me more than trying to solve a puzzle. And I could decide what would be interesting and important to my character (I didn't rp out tasting the potion that he found or reading the scrolls). The rest didn't need to be mentioned. Now, this wouldn't work in every game. We are playing in a text IRC game, so the pace is slower and more descriptive, and I wasn't stealing time from the group to grandstand (actually that was about 3 lines I think, while we were doing other things). There are certainly plenty of games where me jumping in and describing how my character is testing and thinking about an item would be annoying and disruptive. But in that kind of game, having to describe swinging a sword at a tree stump repeatedly is at least as bad anyway. [/QUOTE]
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Excerpt: You and Your Magic Items
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