Scurvy_Platypus
Explorer
So.... cursed items. They're a staple of fantasy stories and common enough in some of the genre shows.
D&D has had them too, but their implementation and what they bring to the story of the game sucks. At their best, they're an annoyance that players have to figure out a way around and then waste time/money/resources to get them disconnected from their character. At their worst... well, we won't go there.
One of the things about cursed items in stories though is what role they fill. Usually they fall into one of a few categories.
1. A plot device that requires the protagonist(s) to contain and/or destroy the device.
2. A source of power that corrupts the user.
3. A source of power that has consequences for people around the user and sometimes the user.
Now, that's not an exhaustive list and it's not intended to be. Those are just the "common" ones that pop up to me. Interestingly, I don't think I've actually seen any of those three used in more than 20 years of playing rpgs.
Now, one could argue that #1 is the whole One Ring and the Middle Earth war. I'm provisionally willing to grant that, although it's a side point to this.
See, cursed items in stories aren't usually the _focus_ of the story. In LotR, the One Ring is a souce of power. It also happens to corrupt the user (just like the other rings), but that's sort of an atypical setup.
Most of the time, cursed items are things showing up, messing with people for an episode or two and then they go away. They're a driver to move story/plot forward, do some character development, whatever.
But where things get interesting is when it's an issue of power.
D&D has some odd relationships with power. Genocide in the name of absolute right, levels, killing things and taking their stuff, etc. But you dont' see something like Stormbringer being put into character's hands. Star Wars tries to sort of do something with this, but having cool powers be evil and then forcing you to have an alignment penalty for using them. However, how do you go about dealing with something like Stormbringer? It's a source of power, helps Elric out tremendously, and yet it really screws with him too.
Marvel SAGA (card-based rpg, modified version of Dragonlance SAGA) had an interesting thing. A Doom suit. Players could play whatever cards they wanted and they could use Doom suit cards to help themselves out too.
But narrators got to keep the Doom cards and use them against players later.
Now, I think that's a _great_ way to look at cursed items. Instead of some piece of junk that just gives you penalties, here's power. Use this and it'll help you succeed. But there's a cost.
That puts things on a different footing. Now the player (and the character) have to decide if the cost is worth it. Because whatever the benefit now, it's gonna be a negative later.
So what's a good way of dealing with this for a D&Dish game, as well as in general?
I'm thinking some sort of token system. Use a token and get X benefit. Tokens spent in this fashion get paid to the GM and the GM can spend them to achieve goals their villain/monster/whatever wants.
I guess in D&Dish terms, it's sort of like a reverse Action Point. For those familiar with it, it's vageuly Fate point-ish.
What sort of limits are there? Well, to an extent it kinda depends on the item itself. In general, the better the item the better the effect. If we want to talk explicit game systems, then something like 1 or 2 tokens for each plus of an item. Which means in theory that a +5 item could have 10 tokens.
Does that sound powerful? I should hope so. Because the idea is to genuinely make it tempting.
The tokens might be something like a "pool" where there's a fixed number and it's either sitting in the player's pot or the GM's pot. The potentially nastier version is unlimited, with the player being able to spend X number of token at Y rate but with no actual limit. Crafty GMs could store up a decent chunk of tokens for the "endgame" part of the adventure where things start getting really serious.
Any input?
Like I said, it's both a D&D sort of thing as well as a system in general. Obviously you'd need to modify it a bit depending on the specific game in question.
D&D has had them too, but their implementation and what they bring to the story of the game sucks. At their best, they're an annoyance that players have to figure out a way around and then waste time/money/resources to get them disconnected from their character. At their worst... well, we won't go there.
One of the things about cursed items in stories though is what role they fill. Usually they fall into one of a few categories.
1. A plot device that requires the protagonist(s) to contain and/or destroy the device.
2. A source of power that corrupts the user.
3. A source of power that has consequences for people around the user and sometimes the user.
Now, that's not an exhaustive list and it's not intended to be. Those are just the "common" ones that pop up to me. Interestingly, I don't think I've actually seen any of those three used in more than 20 years of playing rpgs.
Now, one could argue that #1 is the whole One Ring and the Middle Earth war. I'm provisionally willing to grant that, although it's a side point to this.
See, cursed items in stories aren't usually the _focus_ of the story. In LotR, the One Ring is a souce of power. It also happens to corrupt the user (just like the other rings), but that's sort of an atypical setup.
Most of the time, cursed items are things showing up, messing with people for an episode or two and then they go away. They're a driver to move story/plot forward, do some character development, whatever.
But where things get interesting is when it's an issue of power.
D&D has some odd relationships with power. Genocide in the name of absolute right, levels, killing things and taking their stuff, etc. But you dont' see something like Stormbringer being put into character's hands. Star Wars tries to sort of do something with this, but having cool powers be evil and then forcing you to have an alignment penalty for using them. However, how do you go about dealing with something like Stormbringer? It's a source of power, helps Elric out tremendously, and yet it really screws with him too.
Marvel SAGA (card-based rpg, modified version of Dragonlance SAGA) had an interesting thing. A Doom suit. Players could play whatever cards they wanted and they could use Doom suit cards to help themselves out too.
But narrators got to keep the Doom cards and use them against players later.
Now, I think that's a _great_ way to look at cursed items. Instead of some piece of junk that just gives you penalties, here's power. Use this and it'll help you succeed. But there's a cost.
That puts things on a different footing. Now the player (and the character) have to decide if the cost is worth it. Because whatever the benefit now, it's gonna be a negative later.
So what's a good way of dealing with this for a D&Dish game, as well as in general?
I'm thinking some sort of token system. Use a token and get X benefit. Tokens spent in this fashion get paid to the GM and the GM can spend them to achieve goals their villain/monster/whatever wants.
I guess in D&Dish terms, it's sort of like a reverse Action Point. For those familiar with it, it's vageuly Fate point-ish.
What sort of limits are there? Well, to an extent it kinda depends on the item itself. In general, the better the item the better the effect. If we want to talk explicit game systems, then something like 1 or 2 tokens for each plus of an item. Which means in theory that a +5 item could have 10 tokens.
Does that sound powerful? I should hope so. Because the idea is to genuinely make it tempting.
The tokens might be something like a "pool" where there's a fixed number and it's either sitting in the player's pot or the GM's pot. The potentially nastier version is unlimited, with the player being able to spend X number of token at Y rate but with no actual limit. Crafty GMs could store up a decent chunk of tokens for the "endgame" part of the adventure where things start getting really serious.
Any input?
Like I said, it's both a D&D sort of thing as well as a system in general. Obviously you'd need to modify it a bit depending on the specific game in question.