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How much background do your magic Items have

Some items have a history, some don't. It's a high-magic world, so only items above 30kgp (or so) or those with a unique set of powers get pedigrees.

-- N
 

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I've taken to using handout cards for magical items the players find. Those always have a description of the item... anything permenant gets at least a sentance or two of it's history. Any major items get a few paragraphs.

Found it's helpful for the permenant stuff, but actually most interesting for 1 shot items. Tend to have a lot of weird stuff for those and it makes them easier to remember.

Helps keep it all memorable, I find.
 

Doug McCrae said:
I couldn't give a toss about the backstory of a magic item.

Icewind Dale has a history for every single one of its many many magic items. It's annoying having to scroll past to get the to the actual stats at the bottom. Why couldn't they be at the top?

I love the descriptions of the magical items in Baldurs Gate 2 - just about anything different from a generic +3 sword has a short background story and I often keep items that are of no tactical use, because I like the background.

IMO it should be the same in PnP - major items should always have some story behind them (even if it's just 'created by the legendary X during the siege of Y and captured by Z, when Y fell'). I figure, such powerful items would attract powerful owner, which in turn would be involved in major events. Maybe some players wouldn't care, but others could 'take up the legacy of the sword' or feel a connection to the item because of its previous owners - it's a win/win situation. Especially as such stories make for nice plot hooks (NPC Guard: (to other NPC) Don't you see, he's carrying the sword of X? Of course he may pass! PC: Uh ... ok. :confused:).

And for minor items a small quirk or hint to a backstory makes it more than 'just another +1 sword to be sold', which is IMO something that should be avoided.
 

Major items have histories, especially ones that exist which can't be normally crafted.

Minor ones generally don't. I assume they were just crafted by some retired adventurer.
 


I have a mix. Some items are fairly generic, but others have at least some description or background. The description usually has some sort of bearing on the type of encounter they were found in. For example, after a recent major battle with demons, I gave out a jagged obsidian halberd that shrieks like the souls of the damned, a cloak of resistance made from human flesh, a figurine of wondrous power of a giant locust, and some bubbling blood healing potions. For me, having an evocative and thematic description is more important than having a detailed backstory, which the characters probably won't ever discover.
 

Prior to 3e my D&D campaign was rare magic and every magic item was a unique creation left over from the magewar.

Unfortunately that doesn't really fly with 3e, so everything changed.

Ah well.
 

Depends.

In my homebrew their are two types of magical weapons and armor. There those that are created by wizards via the normal means presented in the core rules (which are perverted forms of magic, according to the setting rules). There are also magic items that are "legacy" items. The Legacy system is similar to the advancement of the samuri's weapon in Oriental adventures, except that it takes a whole lifetime to add 1 special feature to a weapon. Like the OA rules, a young warrior with a powerful weapon can not use it's full power.

So, if you have a sword, or some armor handed down to you from your great grandfather who was a mighty slayer of orcs, through his son who was a great leader of men in a war, to your father who was remarkably strong, to you, you might have a sword that grants you bonuses against Orcs, bonuses to your Leadership score, and a small magical Str. bonus (maybe once per day you can call upon your father's Strength to aid you).

This is pure or "clean" magic which does not fade in time. Since the campaign setting is over 8,000 years old, there are some ancient swords and armor that are extremely powerful, having been carried by dozens of heroes throughout the ages.

So, "Legacy Items" usually have a long and detailed history, such as the Blade of Might. But "Forged Magic" items are usually created by wizards and don't last long enough to have a noteworthy history.
 

Magic items don't need histories, unless it's essential to the plot. Really, who cares about the support stuff? We're telling stories about the player characters, not their equipment.
 


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