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Help with handing out magic items
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<blockquote data-quote="smbakeresq" data-source="post: 7465242" data-attributes="member: 28301"><p>First figure out what you NEED the players to find. Plot items that are also magic items, specific items needed to defeat or overcome a creature of obstacle.</p><p></p><p>Second, players like finding things, so magic items that are not directly useful but fun are ok to push. Murlynds spoon, the Cape that just billows in the wind, stuff like that. Alchemy Jug is great because mayonnaise is needed for all that bad fantasy food. A PC found a screaming monkey head alarm and carried it around forever.</p><p></p><p>Third, if you make a mistake, and give out something that seems a little unbalanced, you better have a good excuse to take it back or destroy it. Acid from some creature is a good way and relatable.</p><p></p><p>Fourth if you don’t want to take something back, a simple rule of “all ties go to the bad guys” works wonders to make the campaign a little harder and you can keep it behind the screen.</p><p></p><p>Fifth, and I recommend in every campaign, if you get the PC naked and afraid and in a situation where they have to succeed without any equipment but what they find will make players appreciate items more. See A4 in the Slavers series, players awake naked in a prison under a volcano that will explode if they don’t get out in time.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7465242, member: 28301"] First figure out what you NEED the players to find. Plot items that are also magic items, specific items needed to defeat or overcome a creature of obstacle. Second, players like finding things, so magic items that are not directly useful but fun are ok to push. Murlynds spoon, the Cape that just billows in the wind, stuff like that. Alchemy Jug is great because mayonnaise is needed for all that bad fantasy food. A PC found a screaming monkey head alarm and carried it around forever. Third, if you make a mistake, and give out something that seems a little unbalanced, you better have a good excuse to take it back or destroy it. Acid from some creature is a good way and relatable. Fourth if you don’t want to take something back, a simple rule of “all ties go to the bad guys” works wonders to make the campaign a little harder and you can keep it behind the screen. Fifth, and I recommend in every campaign, if you get the PC naked and afraid and in a situation where they have to succeed without any equipment but what they find will make players appreciate items more. See A4 in the Slavers series, players awake naked in a prison under a volcano that will explode if they don’t get out in time. [/QUOTE]
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