Altalazar
First Post
First, I think it is all in the description - base it on what the character's know, not the players, and even if it is a "familiar" monster to the players, it will take them a second to figure out what it is (or longer) and even if they do, they have approached it from a different angle (through the character's eyes) and it gives back a sense of wonder.
And don't make all the items just be standard items - there was usually almost NOTHING standard in my game for magic - it was, to quote Pulp Fiction, "just a little bit different." After a while, those little differences give the campaign its own unique flavor. When I make a magic item as DM, I don't think in game terms, I think in real-life functional terms, add some gee-whiz, and some hidden spice and then put it in. Like a staff I put in that was absolutely indescructible - and also could dispell certain effects twice a day by striking them. Both features made for some interesting uses and because it was different than anything they'd ever heard of, it had its own unique character. Another item was a quiver of endless arrows that did a few other things. I didn't even look to see if such an item existed in the books - it was given as a gift to an arcane archer from a King who was grateful. It was also unique.
I see the magic items in the DMG as simply like a collection of spices, to be mixed, matched, and otherwise parceled out in various forms - and they are only one small part of my spice-rack.
You can get a sense of wonder if you just start with the assumption of having one, instead of saying "oh, you see a troll."
I can get my original sense of wonder (nostalgia like) just by looking at old pictures in the original PHB, MM, and DMG. Then I take that sensation and I use it to design my next adventure...
And don't make all the items just be standard items - there was usually almost NOTHING standard in my game for magic - it was, to quote Pulp Fiction, "just a little bit different." After a while, those little differences give the campaign its own unique flavor. When I make a magic item as DM, I don't think in game terms, I think in real-life functional terms, add some gee-whiz, and some hidden spice and then put it in. Like a staff I put in that was absolutely indescructible - and also could dispell certain effects twice a day by striking them. Both features made for some interesting uses and because it was different than anything they'd ever heard of, it had its own unique character. Another item was a quiver of endless arrows that did a few other things. I didn't even look to see if such an item existed in the books - it was given as a gift to an arcane archer from a King who was grateful. It was also unique.
I see the magic items in the DMG as simply like a collection of spices, to be mixed, matched, and otherwise parceled out in various forms - and they are only one small part of my spice-rack.
You can get a sense of wonder if you just start with the assumption of having one, instead of saying "oh, you see a troll."
I can get my original sense of wonder (nostalgia like) just by looking at old pictures in the original PHB, MM, and DMG. Then I take that sensation and I use it to design my next adventure...