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First Post
FireLance said: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.
Well, I think it depends on what kind of campaign you're running.
For myself, I often find connections in unlikely places. As recent example, my players recently competed in a trivia contest. One of the questions was, "Who is regarded as the mightiest human two weapon specialist in recent history?" There are a bunch of questions, I just tossed in a random name and went on.
Later, one of my players was shopping for an antique. Somehow the name of the swordsman stuck in my mind, so I decided that he would find one of the weapons she originally used.
From that came a plot arc that spanned 2 sessions and then a followup to that later spanned another session. From that antique also came a letter of introduction the players used to completely change the direction the campaign was going.
If he had just bought the pretty looking bauble but not inquired to its history, none of that would have happened.
I find that if I'm trying to make a rich and interesting world, the more little bits of information I have fleshed out, the more likely something new that comes along will stick to it. My players like it when some things (though not everything, that would be unrealistic) from earlier sessions tie back into later sessions.
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