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Sense of wonder?
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<blockquote data-quote="Janx" data-source="post: 2140652" data-attributes="member: 8835"><p>I think S'Mon's definition of SOW is different than my own, and probably different than what Quasqueston's thread was about.</p><p></p><p>It's certainly adjacent.</p><p></p><p>IMO, SOW is the feeling you get during the game that you don't know everything about the opponent your facing, the magic items you have, the people, the world. It's a sense that there's still more to learn, and that you can't just codify things as it's a CR 1 orc or that's just a +1 Rapier.</p><p></p><p>In my game, I had given the PC's a flaming longsword, and everburning torch, and a rapier +1.</p><p></p><p>Counter to the rules as written I had the following:</p><p>the flaming sword would initially only ignite during the first attack, not at will of the user</p><p>the rapier had a wet, stony blade (strong as steel, but not normal description). Later, I made up extra powers</p><p>The everburning torch was a real torch, that never consumed its fuel.</p><p></p><p>Some of this was accidental, in terms of, I handed out gear, and described how their powers worked initially. This surprised the players, because they expected, based on the RAW, that they could turn on the sword's flame, whenever they wanted. Or that the torch could simply go in their backpack when not in use.</p><p></p><p>In my view, sense of wonder is added, by making these items different than the stock magic items from the DMG. Once the players realize that everything is different and not factory built, they learn to observe and enjoy the differences they encounter.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 2140652, member: 8835"] I think S'Mon's definition of SOW is different than my own, and probably different than what Quasqueston's thread was about. It's certainly adjacent. IMO, SOW is the feeling you get during the game that you don't know everything about the opponent your facing, the magic items you have, the people, the world. It's a sense that there's still more to learn, and that you can't just codify things as it's a CR 1 orc or that's just a +1 Rapier. In my game, I had given the PC's a flaming longsword, and everburning torch, and a rapier +1. Counter to the rules as written I had the following: the flaming sword would initially only ignite during the first attack, not at will of the user the rapier had a wet, stony blade (strong as steel, but not normal description). Later, I made up extra powers The everburning torch was a real torch, that never consumed its fuel. Some of this was accidental, in terms of, I handed out gear, and described how their powers worked initially. This surprised the players, because they expected, based on the RAW, that they could turn on the sword's flame, whenever they wanted. Or that the torch could simply go in their backpack when not in use. In my view, sense of wonder is added, by making these items different than the stock magic items from the DMG. Once the players realize that everything is different and not factory built, they learn to observe and enjoy the differences they encounter. Janx [/QUOTE]
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