Showing posts with label magic item. Show all posts
Showing posts with label magic item. Show all posts

Thursday, July 22, 2010

Quoted for Truth

Role-playing is a social hobby, and a being able to be identified as a growing thing is the best way to get more people playing. Absolutely nothing gets people willing to try to play games more than the belief that it will be easy to find people to play with.

That sense of mass and momentum is the greatest tool we have to get more people.

If we disconnect, if everyone takes down their blogrolls, stops talking about each other's work, stops caring about the world beyond their table and just plays the game and says fuck everything else, then this doesn't grow, and it dies with us.

I've been on about this long before I had any sort of financial stake in it, and there's a hell of a lot more people than me that benefits from this. Not just publishers, either. Every single person who thinks they'd like to play but suffers from the old gamer curse, "can't find a group" benefits.

-- James Edward Raggi IV

I owe the OSR my current game group. Technically speaking, I owe it to some combination of Jeff Rients (who linked me to Trollsmyth's blog, and piqued my interest in this old school thing originally), James Maliszewski (who got me really interested in old school mechanics and the principles behind sandbox play and dungeon delving, and convinced Trollsmyth that maybe demi-human level limits weren't such a horrible thing after all), Melan (again, the idea that there really was something to dungeons), Daniel Proctor, for publishing Labyrinth Lord, the Knights & Knaves Alehouse and Dragonsfoot (for kicking off the retro-clones with OSRIC) whoever it was who linked Trollsmyth to me, and, frankly, pretty much anyone who wrote something interesting about old school roleplaying between, oh, the summer of 2007 and the winter of 2009. You guys just made this dungeon and Red Box stuff just sound so dang fun.

And it is. And I could not have gotten to it on my own. Without the OSR? Without old school bloggers and linking to each other and the retro-clones? I might be running Pathfinder, giving a curious glance at OD&D every now-and-again but convinced that it was too arcane, too inaccessible, fundamentally in some way not for college punks with more enthusiasm than sense. Or who knows? I might have picked up a copy of Moldvay/Cook in a used bookstore and figured it out on my own. Maybe. But the OSR sure got me here a lot faster.

Take that for what you will.

And here's your Obligatory Argument Content:

Antoine's Ring of Lizard Power
This white jade ring is etched with crude scribbles that, based on appearance alone, might be large lizards or small dinosaurs. Or birds. Can't rule out birds. Anyone who puts the ring will eventually discern that they were probably intended to be lizards: the wearer gains the ability to understand the speech of lizards, but birds remain unintelligible. Furthermore, there is a 50% chance to understand the speech of any given snake or turtle, a 25% chance to understand any given amphibian, and a 25% chance to understand any given dinosaur.

Once per day, the wearer can cast charm monster on any creature whom the ring allows him to communicate with.

The wearer also experiences one of the following effects while wearing the ring. The effect should be chosen at random, but an individual will always experience the same effect when wearing the ring. If the wearer removes the ring, the effect lasts for another 24 hours.

1. Ectothermic -- irresistibly drawn to sunlight and sources of warmth. Becomes lethargic in surroundings significantly cooler than comfortable room temperature.
2. Forked tongue
3. Yellow, slitted eyes
4. A patch of scales on the back of each hand
5. Clawed toes
6. Nothing visible

Friday, September 11, 2009

Magic Item: Wayedge

Taichara and Trollsmyth have both posted versions of a magic item called "Wayedge." I don't think I've ever posted a magic item to this blog, but I thought now would be a good time to start. (Dave, at the Tower of the Archmage, was similarly inspired.) Without further introduction:

This slightly curved, elegant steel blade is called Wayedge. Its grip is a striking black, and feels almost like wet, polished stone to the touch. Those who have heard of it claim that it is never found, only won: though the details of the stories vary from teller to teller, and none seem to agree on just who the past weilders of the blade have been, all who speak of Wayedge claim that it always comes as a reward for a test of wisdom. Sometimes, this is an obvious thing—perhaps unravelling a puzzle presented by the sword's current possessor. (In the stories, those who own the blade are often curiously ready to give it away, despite its reputation as an object that makes all tasks easier and all places closer.) Other times, the test is more subtle—it might simply be that the blade is secreted in a place quite difficult to reach, and thus requies some cleverness to gain.

Wayedge is a sword +1 that grants it's weilder a +1 bonus to all saves, and can undo any knot without harming the rope or fiber that forms it. The blade also eases any journey its possessor undertakes in a number of mundane ways: weather turns fairer, most met on the road are friendlier, and often the weilder picks up an uncanny knack for shortcuts. However, whether because of the history of the blade, or on account of some peculiar power, at some point on most longer journeys (and many shorter ones), its weilder will be greeted by someone who seems to recognize the blade but offers only mysterious riddles for conversation. Sometimes this is simply a fellow traveller, who may perhaps offer advice or warning once his riddles have been answered, but more often than most who possess the blade would like these riddles are posed by someone who could present a significant obstacle to the journey.