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Have you used Artifacts in your games?
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<blockquote data-quote="basaipete" data-source="post: 1758821" data-attributes="member: 5085"><p><strong>I love artifacts as story hooks</strong></p><p></p><p>I have used artifacts a lot in my games. Over the past 15 years of running the same campaign world I have used one Orb of Dragonkind, the Sword of Kas, the Hand of Vecna, the Throne of the Gods, the Codex of Infinite Planes, Blackrazor, Wave, and Whelm. I also have placed the Crystal of the Ebon Flame but none of the players have gone to its location. There are also a number of other artifacts that I have homebrewed. That said, magic in my campaign trends along the lines of characters getting fewer but more powerful items. Also, my players do not do much item creation.</p><p></p><p>In my last campaign my players had to find the pieces of a magical artifact gem (sort of an Illearth Stone) but they had to turn those over to a powerful NPC wizard. Then they had to find the Throne of the Gods because they were told that when you sit on it you can see/know the answer to any one question. In this case it was to find location of the Codex of Infinite Planes. In the end they got to see these items and even use the Throne breifly but got to keep none of them. It was all part of a larger story arc that culimated in time travel (made possible by the Epic level NPC wizard using the Codex) to destroy/trap the evil gem in a timeloop.</p><p></p><p>Now I dont use the artifact descriptions or powers that are listed in the various editions of D&D rules, I give these items powers that are specific to the story and they usually have only one or two powers. I much prefer a game where the players have to go find the super-powered item to solve a particular problem but then have to give it back or are unable to use it due to the specific nature of its use. I take a lot of my inspiration from things like Jason and the Argonauts and their quest for the Golden Fleece. I dont mind using artifacts but I keep their use and availability closely regulated. I think the players enjoy interacting with powerful items, even if from afar. It adds to the wonder of the game.</p></blockquote><p></p>
[QUOTE="basaipete, post: 1758821, member: 5085"] [b]I love artifacts as story hooks[/b] I have used artifacts a lot in my games. Over the past 15 years of running the same campaign world I have used one Orb of Dragonkind, the Sword of Kas, the Hand of Vecna, the Throne of the Gods, the Codex of Infinite Planes, Blackrazor, Wave, and Whelm. I also have placed the Crystal of the Ebon Flame but none of the players have gone to its location. There are also a number of other artifacts that I have homebrewed. That said, magic in my campaign trends along the lines of characters getting fewer but more powerful items. Also, my players do not do much item creation. In my last campaign my players had to find the pieces of a magical artifact gem (sort of an Illearth Stone) but they had to turn those over to a powerful NPC wizard. Then they had to find the Throne of the Gods because they were told that when you sit on it you can see/know the answer to any one question. In this case it was to find location of the Codex of Infinite Planes. In the end they got to see these items and even use the Throne breifly but got to keep none of them. It was all part of a larger story arc that culimated in time travel (made possible by the Epic level NPC wizard using the Codex) to destroy/trap the evil gem in a timeloop. Now I dont use the artifact descriptions or powers that are listed in the various editions of D&D rules, I give these items powers that are specific to the story and they usually have only one or two powers. I much prefer a game where the players have to go find the super-powered item to solve a particular problem but then have to give it back or are unable to use it due to the specific nature of its use. I take a lot of my inspiration from things like Jason and the Argonauts and their quest for the Golden Fleece. I dont mind using artifacts but I keep their use and availability closely regulated. I think the players enjoy interacting with powerful items, even if from afar. It adds to the wonder of the game. [/QUOTE]
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