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Odd idea for items in an odd game
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<blockquote data-quote="Greenfield" data-source="post: 6227580" data-attributes="member: 6669384"><p>I have a friend who runs a game at the local game shop. For whatever reason his players tend to run self serving hacks, characters who are looking for Exp and treasure more than contributing to story or going on grand adventures.</p><p></p><p>The group is about 6th level, average, and +1 type items are around, but they always want more. He tends to play crafters as people doling out a limited resource. That is, crafting items takes time, money and Exp. Money can come from the people who buy what he makes, but time and Exp are limited.</p><p></p><p>In the past he's tried to make this a driver for the game: "You want me to make a bow that fires thunderbolts? What have you done to deserve such a weapon. Complete the Duke's quest and we'll talk." Typically they balk, or they start then lose interest, and so no +1 Shocking bow comes out. After all, the rest of the party isn't getting a neat bow out of it, so...</p><p></p><p>Anyway, as we talked an idea came to me. Consider this approach...</p><p></p><p>"So, you want a weapon of power, one whose name will be recognized for generations to come?", asked the gnarled Dwarf. "I have such a blade. Meet my price and prove your worth, and the power and renown shall be yours."</p><p> </p><p>"Prove my worth?", asked Ankaron, unsure of where this was leading. "I have gold, if that's what you mean."</p><p></p><p>"Aye, that will pay my price. All that's left then is to meet the price of the blade itself."</p><p></p><p>"What do you mean?", asked the warrior suspiciously. The Dwarven smith was well known for the cunningly wrought weapons that came from his forge, but was equally well known for his odd ways.</p><p></p><p>"Each blade needs a name.", The aged smith explained. "The blade I will give you will be fit for the hand of a master, but without deeds of renown it has no name yet. Prove that you are the master of this blade. Use it to win a great victory, the kind the skalds will sing of. Let it be baptized in blood and fire. When you do, you will know the true name of the blade. Give that name to the blade, and receive the reward you have earned. But know this: While each blade has a name, it will only have one."</p><p></p><p>In English, a magic weapon is made with a potential power, left unrealized. It comes out as Masterworked, and Magical +0. It has enough magic to bypass DR that calls for magic, and it can damage noncorporeal undead, but that's it.</p><p></p><p>After it's been used to earn a victory, the character gets to name the blade. Depending on how great the event, the bonus will be set at +1, +2, +3, etc. The Exp will be paid by the PC at that time.</p><p></p><p>If you claim the power after a minor victory, you'll get minor power. Bigger victories later on won't matter because once you set the blade's bonus, it's set and you're done. So after every big event you have to decide, do I set it now, or do I push for more?</p><p></p><p>This type of variable crafting can only be done by select NPCs. There are no set rules for the crafting costs, since the total bunus and power isn't known at that time. Sale price should be on the high side of average, say around that of a +4.</p><p></p><p>The goal here is to inspire the PCs to look for adventure, not just encounters. Grinding for Gold and Exp won't do it. You need to make a name for yourself.</p><p></p><p>Or, as the aged smith would put it, "Don't bother bragging, lad. You don't have a thing to prove to me. You have to prove your worth to the blade."</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6227580, member: 6669384"] I have a friend who runs a game at the local game shop. For whatever reason his players tend to run self serving hacks, characters who are looking for Exp and treasure more than contributing to story or going on grand adventures. The group is about 6th level, average, and +1 type items are around, but they always want more. He tends to play crafters as people doling out a limited resource. That is, crafting items takes time, money and Exp. Money can come from the people who buy what he makes, but time and Exp are limited. In the past he's tried to make this a driver for the game: "You want me to make a bow that fires thunderbolts? What have you done to deserve such a weapon. Complete the Duke's quest and we'll talk." Typically they balk, or they start then lose interest, and so no +1 Shocking bow comes out. After all, the rest of the party isn't getting a neat bow out of it, so... Anyway, as we talked an idea came to me. Consider this approach... "So, you want a weapon of power, one whose name will be recognized for generations to come?", asked the gnarled Dwarf. "I have such a blade. Meet my price and prove your worth, and the power and renown shall be yours." "Prove my worth?", asked Ankaron, unsure of where this was leading. "I have gold, if that's what you mean." "Aye, that will pay my price. All that's left then is to meet the price of the blade itself." "What do you mean?", asked the warrior suspiciously. The Dwarven smith was well known for the cunningly wrought weapons that came from his forge, but was equally well known for his odd ways. "Each blade needs a name.", The aged smith explained. "The blade I will give you will be fit for the hand of a master, but without deeds of renown it has no name yet. Prove that you are the master of this blade. Use it to win a great victory, the kind the skalds will sing of. Let it be baptized in blood and fire. When you do, you will know the true name of the blade. Give that name to the blade, and receive the reward you have earned. But know this: While each blade has a name, it will only have one." In English, a magic weapon is made with a potential power, left unrealized. It comes out as Masterworked, and Magical +0. It has enough magic to bypass DR that calls for magic, and it can damage noncorporeal undead, but that's it. After it's been used to earn a victory, the character gets to name the blade. Depending on how great the event, the bonus will be set at +1, +2, +3, etc. The Exp will be paid by the PC at that time. If you claim the power after a minor victory, you'll get minor power. Bigger victories later on won't matter because once you set the blade's bonus, it's set and you're done. So after every big event you have to decide, do I set it now, or do I push for more? This type of variable crafting can only be done by select NPCs. There are no set rules for the crafting costs, since the total bunus and power isn't known at that time. Sale price should be on the high side of average, say around that of a +4. The goal here is to inspire the PCs to look for adventure, not just encounters. Grinding for Gold and Exp won't do it. You need to make a name for yourself. Or, as the aged smith would put it, "Don't bother bragging, lad. You don't have a thing to prove to me. You have to prove your worth to the blade." Thoughts? [/QUOTE]
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