In RM players tend to start out with gear that they choose (or can afford to buy based on their wealth roll) to a limited degree and get rolls on the Special Items tables and what have you.
I'm presently working on a campaign in which the players start out in a 'prison realm' with no memory of what has happened prior to their incarceration (in fact, with no knowledge that they are incarcerated; a magical form of amnesia).
How can I introduce these items at the start, based on the fact that they could be cursed (i.e. rolled under 11 on my table) and melded to the player (also, technically they should have attuned already to the items prior to their use)? Or should I even allow them, based on the fact that the players are in a prison realm (though this would be counter-productive to the realm they start in)?
My main problem, here, is incorporating the items without giving away too much about their usage prior to the campaign's start. I want to trickle feed memories to each of them as they progress through the campaign.