Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why are all the magic items so boring?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kichwas" data-source="post: 9589227" data-attributes="member: 891"><p>As others note, we'd need examples of what you consider interesting.</p><p></p><p>I have a perspective that <strong>the moment you apply a system to magic it's no longer magical</strong>. But that's informed from some years in my youth among occult groups - those looney folks who believe magic is real and have the mood rings and Crowley autographs to back it up. <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=";)" /> People with a belief in a magical world have a radically different perspective on these things that makes the statement 'any sufficiently advanced technology will seem like magic to less advanced people' seem absurd. A complex enough galaxy never becomes a warm mood on Tuesday unless you can write like Douglas Adams. This is why I have a similar problem with the 'deities' of most fantasy tRPGs. No amount of super powers can make you just to the left of 13-o'Clock on the day after Saturday but before Sunday. A modern perspective that polytheistic people just believed their deities were Superman minus the cape completely misses the concept.</p><p></p><p><strong>Which is a way of saying that no game system will ever feel magical or wonderous. You need a different goal in mind for what a game system should achieve.</strong></p><p><strong></strong></p><p><strong>What PF2E's magic item can often do very well is the idea of 'leveling up your gear' through story</strong>. Taking something like 'the family sword', and slowly turning it into an artifact of legend - attaching property and power up runes to it over the journey of a campaign.</p><p></p><p>In that sense an interesting magic item becomes interesting from the story that old rusty sword dragged out of the barn during session 0 obtains over the journey of the game, and is eventually used in a glorious battle to stop the Whispering Tyrant.</p><p></p><p>It is interesting because of what the players get to put into it as they power it up, and the stories that involves, rather than because of some flavor text on it's description from page XYZ of Treasure Book ABC.</p><p></p><p>- This is also why I strongly dislike those 'automatic loreless bonuses' variant rules and am glad they're just variants.</p><p></p><p>For me, an interesting magic item is about the story potential in it. <strong>If you want a published example</strong>, there's a certain book in a very hidden room in Abomination Vaults that comes with a massively long description of all the horrible things that will happen should someone decide it would have been better if they'd never gone into that room to begin with...</p><p>- That's in an official Paizo dungeon, it's an official PF2E magic item, and it does a better job at being interesting than what I see out of mose game systems. And I'm not even a fan of the module it appears in, because that module otherwise does a phenomenal job of making it way too easy for players to press the 'skip' button on story and lore.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 9589227, member: 891"] As others note, we'd need examples of what you consider interesting. I have a perspective that [B]the moment you apply a system to magic it's no longer magical[/B]. But that's informed from some years in my youth among occult groups - those looney folks who believe magic is real and have the mood rings and Crowley autographs to back it up. ;) People with a belief in a magical world have a radically different perspective on these things that makes the statement 'any sufficiently advanced technology will seem like magic to less advanced people' seem absurd. A complex enough galaxy never becomes a warm mood on Tuesday unless you can write like Douglas Adams. This is why I have a similar problem with the 'deities' of most fantasy tRPGs. No amount of super powers can make you just to the left of 13-o'Clock on the day after Saturday but before Sunday. A modern perspective that polytheistic people just believed their deities were Superman minus the cape completely misses the concept. [B]Which is a way of saying that no game system will ever feel magical or wonderous. You need a different goal in mind for what a game system should achieve. What PF2E's magic item can often do very well is the idea of 'leveling up your gear' through story[/B]. Taking something like 'the family sword', and slowly turning it into an artifact of legend - attaching property and power up runes to it over the journey of a campaign. In that sense an interesting magic item becomes interesting from the story that old rusty sword dragged out of the barn during session 0 obtains over the journey of the game, and is eventually used in a glorious battle to stop the Whispering Tyrant. It is interesting because of what the players get to put into it as they power it up, and the stories that involves, rather than because of some flavor text on it's description from page XYZ of Treasure Book ABC. - This is also why I strongly dislike those 'automatic loreless bonuses' variant rules and am glad they're just variants. For me, an interesting magic item is about the story potential in it. [B]If you want a published example[/B], there's a certain book in a very hidden room in Abomination Vaults that comes with a massively long description of all the horrible things that will happen should someone decide it would have been better if they'd never gone into that room to begin with... - That's in an official Paizo dungeon, it's an official PF2E magic item, and it does a better job at being interesting than what I see out of mose game systems. And I'm not even a fan of the module it appears in, because that module otherwise does a phenomenal job of making it way too easy for players to press the 'skip' button on story and lore. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why are all the magic items so boring?
Top