This is great. The idea of magic items having a world relevant history is a very underrated strategy. Symbaroum does a fantastic job of this with its artefacts, giving a small myth for each!
Thanks Luke! I think there's a world where I was a Symboroum GM, based on what I've read from the few books I own. It really ticks all the boxes for me—there's just too much out there that has my attention!
Not a huge shock coming from me, but world-first is my mantra always. If it feels disjointed (and worse, isn't fun) then it can hit the bricks.
Make more bizarre, seemingly useless, non combat items. Leave balance and realism behind.
The less you focus on the play space of combat the easier it is.
This is great. The idea of magic items having a world relevant history is a very underrated strategy. Symbaroum does a fantastic job of this with its artefacts, giving a small myth for each!
Thanks Luke! I think there's a world where I was a Symboroum GM, based on what I've read from the few books I own. It really ticks all the boxes for me—there's just too much out there that has my attention!
Not a huge shock coming from me, but world-first is my mantra always. If it feels disjointed (and worse, isn't fun) then it can hit the bricks.
Great article about giving history and story to magic items so they are not so boring.
Thanks Ivo! I hope it helps.
Thanks Nate for the very inspiring post! Looking at the process if magic item creation of my game I can see we're close... if not on the same page!
May the fun be always at your table!
https://viviiix.substack.com/p/core-rules-chapter-ix