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<blockquote data-quote="pemerton" data-source="post: 4005707" data-attributes="member: 42582"><p>Taking a slightly different tack from Ehren37:</p><p></p><p>The problem with this is that it doesn't recognise the difference between PC and players. Yes, PCs in the gameworld may well care about the history and significance of an item (just as collectors of artwork and memoribilia do in our own world). But <em>players</em> can't be expected to care unless the history and significance impact on their own gameplay.</p><p></p><p>Because D&D's mechanics are generally indifferent to matters of ingame history and significance (eg Rat-squasher is not noticeably better at squashing rats than any other +1 sword -even in the Village of Hovel - and is noticeably worse than any +2 sword out there), players usually (and justifiably, in my view) don't care about those matters.</p><p></p><p>Weapons of Legacy tried to bridge this divide between PC's interest and player's interest, by linking the history of an item to the unlocking of its powers. A bit cheesy, perhaps, but did it do the job? I've read posts from GMs praising it, but I've never had a sense of whether or not non-GM players liked it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4005707, member: 42582"] Taking a slightly different tack from Ehren37: The problem with this is that it doesn't recognise the difference between PC and players. Yes, PCs in the gameworld may well care about the history and significance of an item (just as collectors of artwork and memoribilia do in our own world). But [i]players[/i] can't be expected to care unless the history and significance impact on their own gameplay. Because D&D's mechanics are generally indifferent to matters of ingame history and significance (eg Rat-squasher is not noticeably better at squashing rats than any other +1 sword -even in the Village of Hovel - and is noticeably worse than any +2 sword out there), players usually (and justifiably, in my view) don't care about those matters. Weapons of Legacy tried to bridge this divide between PC's interest and player's interest, by linking the history of an item to the unlocking of its powers. A bit cheesy, perhaps, but did it do the job? I've read posts from GMs praising it, but I've never had a sense of whether or not non-GM players liked it. [/QUOTE]
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