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*TTRPGs General
Tome of Artifacts, Weapons of Legacy and other powerful items
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<blockquote data-quote="Mouseferatu" data-source="post: 2725488" data-attributes="member: 1288"><p>You think? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Seriously, I can't tell you <em>exactly</em> how the books are going to be different. Why? Because I've deliberately held off on reading <em>Weapons of Legacy</em> until the rough draft of this book was finished, precisely because I didn't want it influencing me in any way.</p><p></p><p></p><p></p><p>As do most of those in the <em>Tome</em>. Artifacts are always more interesting (and, IMO, more fun) when the power they bring comes with a price. (And, of course, there's the fact that we wanted at least many of these to feel like 1E artifacts, given Necromancer's mandate.) While there are a few exceptions, most of the artifacts in the <em>Tome</em> have some sort of downside, whether it's a curse, a penalty, some horrible catastrophe that might occur, or, in some cases, just the horrible requirements of activation. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>Are artifacts just McGuffins? Well, they certainly work well as such, and that might even be their "best" purpose. But while many of the artifacts in the <em>Tome</em> are indeed best used in such a fashion, quite a few are viable for PC use, at least in the short term if not indefinitely. Each one offers suggestions, advice, and plot seeds, so that DMs have various ideas of how to incorporate them.</p><p></p><p>To clarify, though, it's not quite 50 artifacts. It's--uh, I think 48 is the official number. But of course, that's not counting the practically limitless numbers you can create with the random charts in Appendix B... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> (And frankly, given the various myths, stories, plot seeds, new monsters, new NPCs, and other material in there, I'd be rather disappointed if someone told me the book had <em>only</em> 50 campaign ideas. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 2725488, member: 1288"] You think? ;) Seriously, I can't tell you [i]exactly[/i] how the books are going to be different. Why? Because I've deliberately held off on reading [i]Weapons of Legacy[/i] until the rough draft of this book was finished, precisely because I didn't want it influencing me in any way. As do most of those in the [i]Tome[/i]. Artifacts are always more interesting (and, IMO, more fun) when the power they bring comes with a price. (And, of course, there's the fact that we wanted at least many of these to feel like 1E artifacts, given Necromancer's mandate.) While there are a few exceptions, most of the artifacts in the [i]Tome[/i] have some sort of downside, whether it's a curse, a penalty, some horrible catastrophe that might occur, or, in some cases, just the horrible requirements of activation. :] Are artifacts just McGuffins? Well, they certainly work well as such, and that might even be their "best" purpose. But while many of the artifacts in the [i]Tome[/i] are indeed best used in such a fashion, quite a few are viable for PC use, at least in the short term if not indefinitely. Each one offers suggestions, advice, and plot seeds, so that DMs have various ideas of how to incorporate them. To clarify, though, it's not quite 50 artifacts. It's--uh, I think 48 is the official number. But of course, that's not counting the practically limitless numbers you can create with the random charts in Appendix B... :cool: (And frankly, given the various myths, stories, plot seeds, new monsters, new NPCs, and other material in there, I'd be rather disappointed if someone told me the book had [i]only[/i] 50 campaign ideas. ;)) [/QUOTE]
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