Timeline for How to make magic items more interesting?
Current License: CC BY-SA 3.0
4 events
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Aug 28, 2011 at 18:18 | comment | added | SevenSidedDie | @Brian That's only true for games that are battle-focused and rules-complex enough to induce mental simplification strategies like battle schemata. An item that is a strategic (non-combat) puzzle all its own can provide lots of interest when the players' heads aren't already full of grid-based tactical complexity. | |
Aug 27, 2011 at 7:54 | comment | added | Brian Ballsun-Stanton | Wow... I'd have extremely large problems with charged items and intelligent items as described: I absolutely refuse to have my hammer tell me it doesn't want to hit things. ... looking at your active/passive ontology, I wouldn't say active causes interest so much as it causes mechanical complexity. Given that complex things are quickly integrated into either the schemata of battle or discarded, I'm not entirely sure I buy your articulation of increased interest. | |
Aug 23, 2011 at 18:23 | history | edited | dpatchery | CC BY-SA 3.0 |
added 971 characters in body
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Aug 23, 2011 at 16:02 | history | answered | dpatchery | CC BY-SA 3.0 |