Thursday, May 14, 2009

Behind the Screen: The Legendary Chuck Item...

Posted by Dante at 9:35 AM
I had a Dungeon Master in college that would handcraft a special (usually awesomely powerful) magic item for each member of the adventuring party and sprinkle them throughout the campaign. Some we found, some we didn't (and found out about it later), but they all shared some common charactaristics.

These items would be exceedingly powerful. Some had a drawbacks, but in general they would be described as legendary, unique, or spectacular. We even took to calling them "Chuck Items" in the honor of our DM himself.

Usually these items were crafted outside the normal rules system for creating magic items. They would sometimes have complex combinations of effects or very specific rituals that had to be done to activate abilities. They often had significant lore surrounding them that would unveil itself as the campaign unfolded.

An example was a bow that SR's character came across named Harvester. It had numerous colored gems inlaid in it that could be activated to do different types of elemental damage. Each time you used the colored gems, the bow was drained and it had to be recharged by killing undead. If you activated all of the gems at once, it would do an immense amount of damage. Unbeknownst to her, Chuck later told me that each time she did this there was a chance that the bow would be destroyed but it did not happen during the course of our campaign.

(If anyone is interested in the D&D 3.0 stats for this item, I am told that SR retains a copy she might be willing to share!)

Learning from the Master

I have employed this same pattern in my campaigns. The process of creating an "outside the box" awesome item tailored to your players is alluring, but I have often found that if you don't temper it with a drawback or some sort of control mechanism it can heavily unbalance your game.

Since we're quickly approaching the end of the Keep on the Shadowfell module and the beginning of my original campaign content, I am thinking more about how/if I am going to execute this process for my new campaign.

A few words of encouragement: making a tailored magical item that suits a player character is a GREAT way to heavily involve them, especially if you give the item a rich background or legend to go along with it.

The player feels special and gets that moment of sheer excitement every time their awesome toy does what it is supposed to do. To me this is essential to a satisfying D&D experience, especially for new players.

A question to those that have come before

For those of you Dungeon Masters out there: have you tried something like this yourselves? Players, have you ever received a tailor-made item? If so, did it improve your gaming experience?

Finally, if you're reading this: thanks Chuck. They just don't make D&D moments like that anymore!!

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Wednesday, May 13, 2009

Behind the Screen: Nearing the end!

Posted by Dante at 10:00 AM
First off, thanks to everyone that answered the Question of the Day that turned into the Question of the Week. I've been dealing with a heavily increased workload in real life since that posting has gone up, so we're going to exercise some of the great recommendations and get a solo campaign started up for her very soon.

The end of the module as we know it!

We're getting dangerously close to the end of Keep on the Shadowfell, and now's the time for me to start infusing some of my own details into the module to prepare my group for life outside the Keep. I've got about 10 sessions worth of material storyboarded, which is a new tool in my DM repertoire.

Essentially I've been writing out the campaign sessions in a bulleted list outlining the setting, the key players, and expected paths that the group could progress along. If the group goes "off script" I will just make some new bullets for the following session and adjust as needed.

I'm taking several notes of inspiration for this idea from the encounter structure from Keep on the Shadowfell. I really enjoy the two-page encounter style, and I'm also taking some inspiration from Phil the Chatty DM's one-page dungeon contest. Succinct representation of roleplaying ideas is a really important skill for busy dungeon masters like me!

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