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Discussing tabletop and related gaming and the Irish gaming scene so you don't have to

Mar 20, 2019

This week, we discuss the struggle for GMs who want to keep magic items feeling magical and characterful in their game - while also trying to balance that against the aching desire that players feel for getting their hands on that Longsword of Longswordening +2.

Show-notes:

0.35: Icecream sounds quiet for the first half of the episode, because it took us that long to notice that his microphone was off.

1.05: What are the different roles that magic items fulfill?

5.15: In Earthdawn, all magic items are named Doug. If you do not have a magic item, you are Douglas.

6.58: Weapons of Legacy

8.35: The Party generate a random magical item backstory using the 5e DMG rules. It turns out pretty good!

11.38: Say hello to the Heart of Thorn, an Orc-slaying sword carved from a hawthorn by a fallen human kingdom

12.15: Quote of the Episode
"Pfff, no one tracks EVERY year of the history of the Kingdom"
"I present to you; Battletech"

12.47: The Shane Carr Law of Magical Item Redundancy: "The problem with the +1 Longsword is not that it lacks for interesting backstory, but that the +2 Longsword exists"

15.48: Magical Items from Human Mythology

18.16: Savage Tide the adventure path

19.35: As it turns out, I was wrong, we do not have that much money. We have, at best, one third of that.

27.48: We run the dungeon to get the loot to run the harder dungeon

28.45: We get into some actual solutions

30.37: Mew mew!

32.49: Shane delivers some DEEP CUTS

33.42: Atomic Robo RPG

33.56: Final Thoughts