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