Author Topic: Magic item tropes/stories/plots  (Read 8813 times)

Offline ImperatorK

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Magic item tropes/stories/plots
« on: September 30, 2014, 06:15:48 PM »
A houserule of mine will basically remove magic items from the game and I'm wondering what kind of good (or bad) tropes/stories/plots will I miss out on, because despite the fact I like how my houserule handles magic gear both fluff-wise and mechanics-wise, there's still some roleplaying potential in trinkets that will be lost, which would be a shame. Thus I need to know what I'll miss in order to somehow incorporate it into my game with the houserule.
« Last Edit: September 30, 2014, 06:22:54 PM by ImperatorK »
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Offline ketaro

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Re: Magic item tropes/stories/plots
« Reply #1 on: September 30, 2014, 08:32:27 PM »
Magical talking swords that foretell greatness in whoever finds it.

It's lying. :D

Offline Kerrus

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Re: Magic item tropes/stories/plots
« Reply #2 on: October 01, 2014, 04:42:13 AM »
Various sorts of fun and profit with cursed magical items. Talking swords, interesting character concepts (had a game with a player who had a magic sword that was the character that bestowed the effective 'character class/levels' onto whoever wielded it.)

Without magic items, questing becomes a bit more difficult, since there's no enticement for players to go find the Wand of Watoomb or whatever, and you'll lose out on the flavour aspects- no descriptions of the intricately carved meteoric iron sword of that evil warlord for the players to be interested in, no long forgotten glasssteel plate armor on those amazonian guards.

A world without magic items is a lot duller and more mundane, but sometimes that's the world you want to run, or your players want to play in. And that's okay.

Offline ImperatorK

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Re: Magic item tropes/stories/plots
« Reply #3 on: October 01, 2014, 06:54:46 AM »
no descriptions of the intricately carved meteoric iron sword of that evil warlord for the players to be interested in, no long forgotten glasssteel plate armor on those amazonian guards.
Meteoric swords or glasssteel isn't magic, so those are still available.
Magic is for weaklings.

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Offline polycrac

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Re: Magic item tropes/stories/plots
« Reply #4 on: October 01, 2014, 11:06:15 AM »
One ring to rule them all...
so an Elf, a Dwarf and Treant walk into a bar...

Offline Frogman55

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Re: Magic item tropes/stories/plots
« Reply #5 on: October 01, 2014, 01:10:15 PM »
Discounting mechanics, I would divide the effects of magic items on the plot into 5 main categories: Aesthetic, Intelligent Items, MacGuffins, Curses, and Sledghammers.

The best example of an Aesthetic affect of a magic item is the classic flaming sword. Sometimes its fun to swing around something that flashes and sizzles. Plot wise though, you're not missing much.

Intelligent items are basically just another NPC. Talking swords, hats that take a person over, and so on.

MacGuffins are the goal: You need that one magic arrow to slay the dragon, or the mystic sword of greatitude to declare your kingship, and so on.

Curses are simply fun: Wear the ring and the wraiths come to kill you. Wear the hat and get lice. That ring will turn your skin green. And you can't take any of it off!

Sledgehammers are magic items designed to solve a particular situation. Think about the Zelda games: you can't pass this area until you find those one gloves that let you move that one block, or the gadget that lets you jump over the chasm, and so on.

I'm not sure any of these are irreplaceable with a bit of thought.

Offline Gazzien

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Re: Magic item tropes/stories/plots
« Reply #6 on: October 01, 2014, 03:37:43 PM »
Not much the story, but it's important to remember that 3.5 / PF expects you to have +stat items, and flight is close to irreplaceable.

Offline Frogman55

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Re: Magic item tropes/stories/plots
« Reply #7 on: October 01, 2014, 04:07:30 PM »
Not much the story, but it's important to remember that 3.5 / PF expects you to have +stat items, and flight is close to irreplaceable.
Yeah, this too. Mechanics are all good and well, but it's assumed that you have enhancements to attack, damage, AC, saves, skills, and a few base abilities - like flight, underwater survival, something to defeat poison/disease, overcoming DR, and a dozen other things I'm certain I'm missing.

Offline ImperatorK

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Re: Magic item tropes/stories/plots
« Reply #8 on: October 01, 2014, 04:49:50 PM »
That won't be an issue.
Magic is for weaklings.

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Offline Janthkin

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Re: Magic item tropes/stories/plots
« Reply #9 on: October 01, 2014, 05:05:45 PM »
"The Rod of Seven Parts" (and its infinite variations): basically, the traditional scavenger hunt-style campaign that gives your party a reason to visit a series of linked dungeons/encounters to retrieve unique items that eventually become powerful.

The Head of Vecna.

Divinations and/or magic compass-style travel progression.

Batman/Iron Man/Green Arrow/etc. - all the gadget-powered superhero equivalents (PCs & NPCs).

Alchemists & artificers.

"Alice in Wonderland" (Drink Me/Eat Me) effects.

Evil Dead/The Mummy/etc./etc. - "Don't read from The Book!"

One obvious note: eliminating magic items (without providing some equivalent) makes the divide between martial classes & casters much, MUCH broader.  I'm curious how you're approaching this.

Offline ImperatorK

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Re: Magic item tropes/stories/plots
« Reply #10 on: October 01, 2014, 08:04:57 PM »
One obvious note: eliminating magic items (without providing some equivalent) makes the divide between martial classes & casters much, MUCH broader.  I'm curious how you're approaching this.
As I said, that's not an issue. This is the houserule I'm using.
« Last Edit: October 01, 2014, 08:08:13 PM by ImperatorK »
Magic is for weaklings.

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Offline Sjappo

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Re: Magic item tropes/stories/plots
« Reply #11 on: October 02, 2014, 08:05:11 AM »
I don't see a problem. You have a "specialty item" escape clause build into your houserule that lets you set you PC's on a McGuffin chase and opens the door for "epic" intelligent items. So you can refluff any item that you would want to play a role in your campaign as a relic and be done. Job done.
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Offline ImperatorK

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Re: Magic item tropes/stories/plots
« Reply #12 on: October 02, 2014, 10:45:24 AM »
Not really. The "clause" is for artifacts. When I say artifiacts I mean artifacts. Those are too powerful to just hand over to PCs as just a McGuffin. Besides, that's only one trope. What about the others?
Magic is for weaklings.

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Offline Frogman55

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Re: Magic item tropes/stories/plots
« Reply #13 on: October 02, 2014, 11:56:44 AM »
Well, re-fluffing can help. Gadget style magic (think Rod of Lordly Might, or a wand of obscuring mist) can be replaced by mechanical or chemical gadgets; perhaps add limited uses or other restrictions.

Arty treasure (historical artifacts, rather than magical ones) work as MacGuffins, as do items with high value; Instead of Excalibur, go for the Crown Jewels.

Intelligent magic items can be replaced easily enough by an NPC. You don't need an annoying sword muttering at you when you've got a guard captain critiquing everything you do.

Proper encounter design aught to handle the rest. This was hinted at when we warned about mechanical assumptions made by CR - but a few specific things aught to be remembered here: Without access to magic, ability damage can easily become lethal. Flying enemies can destroy a party without access to flight (don't turn the party into the Terrasque).

Offline Janthkin

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Re: Magic item tropes/stories/plots
« Reply #14 on: October 02, 2014, 12:56:21 PM »
Arty treasure (historical artifacts, rather than magical ones) work as MacGuffins, as do items with high value; Instead of Excalibur, go for the Crown Jewels.
This one doesn't seem to map as cleanly.  While raiding the BBG's treasury is personally gratifying & may indeed hinder his plans for global domination (can't pay his Legions of Doom with promises, after all), on a purely practical level it's hard for characters without bags of holding to haul away enough wealth at a time (unless it's a full frontal assault, I guess).

But stealing his Orb of Nuclear Winter?  That'll definitely screw over Mr. Frost King for a while.

Offline Frogman55

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Re: Magic item tropes/stories/plots
« Reply #15 on: October 02, 2014, 01:26:20 PM »
Arty treasure (historical artifacts, rather than magical ones) work as MacGuffins, as do items with high value; Instead of Excalibur, go for the Crown Jewels.
This one doesn't seem to map as cleanly.  While raiding the BBG's treasury is personally gratifying & may indeed hinder his plans for global domination (can't pay his Legions of Doom with promises, after all), on a purely practical level it's hard for characters without bags of holding to haul away enough wealth at a time (unless it's a full frontal assault, I guess).

But stealing his Orb of Nuclear Winter?  That'll definitely screw over Mr. Frost King for a while.
It's not about treasure in the sense of a dragon's hoard, it's treasure in the sense of a valuable painting or work of art. A Maltese Falcon rather than a stolen nuke. Perhaps the big bad has an awesome sword or crown that symbolizes his rule, or a religious totem that ensures the loyalty of a cult, or a skillful NPC will only offer his help if you get a specific golden cup.

Offline ImperatorK

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Re: Magic item tropes/stories/plots
« Reply #16 on: October 02, 2014, 02:37:45 PM »
Good posts so far. Let me just clarify that I'm not asking for advice on how to make the tropes possible, just for ideas what tropes there are. Don't take me wrong, it's appreciated, but really not needed.
I'm saying this just because I'd like posts to be more on topic, not because I'm ungrateful.
« Last Edit: October 02, 2014, 02:40:58 PM by ImperatorK »
Magic is for weaklings.

Alucard: "*snif snif* Huh? Suddenly it reeks of hypocrisy in here. Oh, if it isn't the Catholic Church. And what's this? No little Timmy glued to your crotch. Progress!"
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Offline Frogman55

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Re: Magic item tropes/stories/plots
« Reply #17 on: October 02, 2014, 02:43:37 PM »
Well then. Have you looked here?

Offline Tonymitsu

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Re: Magic item tropes/stories/plots
« Reply #18 on: October 03, 2014, 05:49:16 AM »
I'm confused.  Your houserule doesn't remove magic items from the game.  It simply changes the method of acquisition.  People are still going to be running around with +1 flaming tiger claw white raven falchion's, +1 armor spiked soulfire full plate, and Artifact's of Doom.  They just won't work for anyone except the character they're described with.

So why would you miss out on any potential plots?
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Offline ImperatorK

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Re: Magic item tropes/stories/plots
« Reply #19 on: October 03, 2014, 10:48:19 AM »
Because there's a difference between magic items that have their power regardless of anything, and gear that has powers only in possession of a specific person. The former can be bought or found. The later can't.
And it depends on the plot.
Magic is for weaklings.

Alucard: "*snif snif* Huh? Suddenly it reeks of hypocrisy in here. Oh, if it isn't the Catholic Church. And what's this? No little Timmy glued to your crotch. Progress!"
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