• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

What SHOULD be the purpose of magic items in an RPG?

We had discssions on magic items before, saying magic items should be this way or that. But I find it hard to discuss the HOW until I know the WHY.

So, what purpose should magic items serve in an RPG? Player build parts, rewards for good play, sources of wonder, world history things, or you tell me!
 

log in or register to remove this ad

It really depends on the game and the setting.

In something like D&D, magic items provide a hook to keep the players interested, since they never know what they'll find next. In some editions, the so-called treadmill of enhancement progression also serves to give the players something to look forward to - if you have a +2 greatsword, then you want to keep playing in the hopes of finding a +3 greatsword - similar to gaining a level, but without the convenient EXP countdown that takes all of the randomness out of it. Artifacts are also useful as quest goals, both in terms of MacGuffin and as side quests that help them complete the main quest.

In something like Shadowrun, magic items make more sense as a build option, which anyone can purchase with enough money. If it's possible to create a magic sword, then someone will do it, and it will be available for the right price. That's just what makes sense for how the world works. Magic items as a random lottery mechanic (to keep players interested) is not something that works terribly well in a world where everything is easily fungible.
 

Magic items serve as a reward. You get something cool. That's awesome.

Magic items serve as a means of differentiating your character. Your character becomes in part, "That guy that has the cool item."

Magic items serve as plot McGuffins. They help propel the characters into conflicts or towards resolution of conflicts.

Magic items serve as means of creating atmosphere. They can be scary, cool, or evocative. There are very few things a GM can create that are going to be interacted with more than a magic item.
 

To allow players access to cool effects not granted by a class or racial feature.
 

Rare, wondrous, and inspiring. Not just little pluses to be traded in for bigger pluses. You can do that with materials and origins. If given a choice, would you want plate armor +2, or Bloodsteel Armor (which is the same as plate armor +2 but.. you know, cool)?
 

Magic items serve as a reward. You get something cool. That's awesome.

Magic items serve as a means of differentiating your character. Your character becomes in part, "That guy that has the cool item."

Magic items serve as plot McGuffins. They help propel the characters into conflicts or towards resolution of conflicts.

Magic items serve as means of creating atmosphere. They can be scary, cool, or evocative. There are very few things a GM can create that are going to be interacted with more than a magic item.

Thanks, you saved me a bunch of typing!

What Magic items should NOT ever be is character build options.
 



While powerful weapons and new spells are great, I sometimes like handing out magic items that don't have obvious purposes. It's fun to watch the PCs try to come up with interesting things to do with them. I once gave out an immovable wand. The players used a potion of gaseous form to slip inside of this huge rampaging demon's nostrils, reappear inside his stomach, and then activate the immovable wand, thus holding the demon in place.
 


Into the Woods

Remove ads

Top