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<blockquote data-quote="Cadfan" data-source="post: 4700999" data-attributes="member: 40961"><p>1. Then you should have said that instead of writing the OP that you did.</p><p> </p><p>2. This is no different than any other sort of characterization that relies on matters that are somewhat within DM control. For example, having a family. I know people who WILL NOT create a character with living, named family members because they've been burned by a DM who immediately used that opportunity to murder/rape/torture/zombify that character's every relatve. Characters with possessions to which they're attached are no different. Making them fun to play requires a bit of cooperation from the DM, yes. But that doesn't rise to the level of turning the game into some sort of farce where you ask and receive whatever you want from the DM. It just requires either not smashing your desert dervish PC's twin Scimitars of the Scorching Wind, or, if you do, giving him some quest to reforge them, ideally better than before and ready to taste the blood of the NPC who shattered them.</p><p> </p><p>3. Personally, I really, really like trademark items. I find them much more interesting than generic items that you use for a while and then throw away when you find something better. I spend a lot of effort making sure every magic item has at least some small, unique detail that makes it more memorable. This has the side effect of making those items more personal and more desired by the players, meaning that they'd often prefer magically enhancing the broach they wear that contains a lock of unicorn hair (amulet of resistance +2 with cosmetic adjustment) to hawking it and replacing it with something else, even if it costs them extra money.</p><p> </p><p>Not that you have to play that way. But playing my way doesn't make the game some sort of entitlement-fest, nor does playing your way make the game into a Diablo style hunt for l00t that's incrementally better than your current enormous collection of l00t.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4700999, member: 40961"] 1. Then you should have said that instead of writing the OP that you did. 2. This is no different than any other sort of characterization that relies on matters that are somewhat within DM control. For example, having a family. I know people who WILL NOT create a character with living, named family members because they've been burned by a DM who immediately used that opportunity to murder/rape/torture/zombify that character's every relatve. Characters with possessions to which they're attached are no different. Making them fun to play requires a bit of cooperation from the DM, yes. But that doesn't rise to the level of turning the game into some sort of farce where you ask and receive whatever you want from the DM. It just requires either not smashing your desert dervish PC's twin Scimitars of the Scorching Wind, or, if you do, giving him some quest to reforge them, ideally better than before and ready to taste the blood of the NPC who shattered them. 3. Personally, I really, really like trademark items. I find them much more interesting than generic items that you use for a while and then throw away when you find something better. I spend a lot of effort making sure every magic item has at least some small, unique detail that makes it more memorable. This has the side effect of making those items more personal and more desired by the players, meaning that they'd often prefer magically enhancing the broach they wear that contains a lock of unicorn hair (amulet of resistance +2 with cosmetic adjustment) to hawking it and replacing it with something else, even if it costs them extra money. Not that you have to play that way. But playing my way doesn't make the game some sort of entitlement-fest, nor does playing your way make the game into a Diablo style hunt for l00t that's incrementally better than your current enormous collection of l00t. [/QUOTE]
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