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A nice item most would like to have on their character sheet, and the extras are also items that creative PCs could use to come up with novel solutions to problems. Somebody once said for every uber saga and quest sword he need ten of these simple, easy, ulitiarin magic items
Okay I can see how this could be used ;)
Reasonable PC :Hey META PC #1 do you still have that goat milk we got at the halfling village before the banshee encounter outside the Temple of Vulsadoom
Excitable PC: And I am Priest! I place a rag in my pants and start jumping up and down.
Meta PC #1: I am sure I don't still have that with me, that was like a 4 years ago in game time.
Meta PC #2: *snatch* You still have it on your character sheet. So we are a good.
Roleplaying PC: What type of strange and wonderous item could this be....surely we must use it for the good of the people allow me to veiw these ancient tomes. *a moment later after viewing the hand outs "seriously Ted?"*
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GM (TED): And the Hyperion mines are beneath Vulsadoom's temple, looks like I will get to use the map after all.
Seriously I think this a nice write up and a fun read. Plus players tend to like magical stuff they can manipulate and fetishize. But my the luke warm response to these types of items is that they bestow things on the character without bestowing or coming with any character growth. Yes the character may have wings or can see ghost afters a swig from this safe bottle, but that ability is dissjointed from his person. While questing for these items and having the manual for this item will increase the player's connection to it, it does not itself justify this things exsistance.
Other items like your crown for example, have existance and a personality the player can manipulate and use but won't change the player unless they want it to. Perhaps I am wrong about this and it would be a really fun item, but I think it might be overly complex and with too little a story hook to justify the dramatic effects (even positive) that it will have a player's character.
Also technical: how will the players know what powers they are removing with out a meta-game pick the item
I had been thinking about this, not specific co-dependant brother builders, but a post that doesn't just present a moment in time to be used. Your story gives us the all the information we need to understand the ambition of the character, the social view of thier works and the evntual consequences of what will happen. But your plots hooks suggest a use of the general concepts. By providing us with a complete time line, you give us the option to insert the characters at any point during the time. The magic itself is like an item.
Plot Hook: To aid in a rebellion, the hero must try and sow a rift between Sid and Jir in order make the evil over lord vunerable
I have played and GMed with these types of lists before. Most recently with women who insisted she have a "wild magic misshap list". I find that these things tend to be show stoppers. (Aside from Echo's point that the game play should be about heroic choices....which I completely argee with and thought was well said.) You have to stop the scene, roll on the list bring about the results and when the results are this powerful it can really structure the whole scene. I guess you could do this as something the PCs do to NPCs, as a joke or cruel trick.
But as everyone has said, these thing have been around since GG gave us the deck of many things. There is a place for them in the gaming world, and this is simply your take on it.