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As we’ve established, I’m trying to write magic items for a dungeon game that all do something unique while also providing generators for GMs to make their own stuff for the game. What I’m realising as I work on this is that I can’t really have both – generators are functionally incapable of creating wholly unique results. It feels unsatisfying, but I’m starting to suspect that my best option is to write small minor abilities (this weapon knows a random Phrase, this weapon sheds light, etc.), and for major abilities to direct GMs to invent something. This then goes together with a bunch of example/sample magic weapons that I write, to show GMs what sort of things these items should do.
As I think about this, I’m wondering if the book that I release these in (or blog post, or web page, or whatever I choose to do) should focus more on the philosophy behind how magic weapons are treated in ADG rather than on simply providing the weapon stats and the generators. And with that in mind, I’ve been thinking about what magic weapons actually are in a dungeon game.
Something I’ve had in mind for a long time is that magic weapons (as opposed to magic items in general) aren’t something that’s easily crafted. Instead, they’re forged through acts of unimaginable violence. The intelligence inside a magic weapon isn’t an embodiment of the weapon itself and isn’t something that was created out of the ether – it’s a remnant of the person who was slain by this weapon when it was simply a mundane item, and the magical abilities the weapon possesses are reflections of the power that person held in life. The result of this is that magic weapons are the rarest form of magic item, and they often have antagonistic relationships with the people who wield them – especially if they’re newly-forged.
This adds a couple of layers to my generator. We need to know who the intelligence was in the past, who killed them, and how long ago that occurred. We probably also need to know why they were killed. We’ll also need to decide what type of weapon they are (right now ADG only has Small, Medium, and Large weapons but maybe for the magic weapons we can get more specific within those categories). It might also be fun to decide how complete or fragmented their memories of their past life are, and what they want to accomplish – do they seek revenge, or redemption, or peace, etc. Perhaps we should also decide whether their killer is still alive, and whether the weapon is aware of this or not. I’m also thinking about my game Go Alone, which asks you to roleplay a sentient weapon and reflect on what it means to be used as a tool for violence, and I’m wondering how much of that I can bring into this. I like the idea of determining how many previous bearers the weapon has had, and how hey feel about being used for violence. Finally, we should also decide whether the weapon is able to grow or diminish in power over time.
With that in mind, I’ve taken a run at some more tables for this generator. Here’s the one we ended up with last time, for reference:
Cunning (3d6)
Capabilities
Communication
3-5
1 minor ability
Semi-empathy
6-8
1 minor ability
Empathy
9-10
1 major ability
Empathy
11-13
1 major ability
Wielder Telepathy
14-15
1 major abilities and 1 minor ability
Wielder Telepathy
16
2 major abilities
Speech
17
3 major abilities + read languages and maps
Speech
18
3 major abilities + read languages and magical writings
Speech & Telepathy
And here are the new ones:
d20
Weapon Type
1-3
Small Melee
4-12
Medium Melee
13-15
Large Melee
16-17
Small Ranged
18-19
Medium Ranged
20
Large Ranged
d20
Killer
1
Their own child
2
Their spouse/lover
3
Their trusted friend
4
Their business partner
5
A sibling or relative
6
Their apprentice/student
7
A professional rival
8
A jealous competitor
9
A hired assassin
10
A monster/beast (wild)
11
A soldier
12
An authority figure
13
A religious zealot
14
Someone they had wronged
15
A complete stranger
16
Their own servant/employee
17
A monster or beast (controlled by someone)
18
Their political enemy
19
Someone defending another
20
Roll twice – killed by conspiracy
d20
Time Since Death
1-2
1-10 years ago
3-5
11-50 years ago
6-8
51-100 years ago
9-11
101-200 years ago
12-14
201-500 years ago
15-16
501-1000 years ago
17-18
1001-2000 years ago
19
Over 2000 years ago
20
They no longer remember
d20
Why They Were Killed
1
Greed
2
Revenge
3
Jealousy
4
Fear
5
Political assassination
6
Religious persecution
7
To silence them
8
Crime of passion
9
Inheritance dispute
10
Professional rivalry gone too far
11
Wrong place, wrong time
12
Mistaken identity
13
To usurp their position or title
14
Honour killing
15
They were martyred
16
Duel
17
Ritual sacrifice
18
Discovered their killer’s secret
19
Romantic rivalry/love triangle
20
Betrayal
d6
Condition of Memory
Description
1
Shattered
Only fragments remain. Major gaps and confusion.
2
Fragmented
Key memories missing. Some details unclear.
3
Hazy
Most memories present, but indistinct or dreamlike.
4
Selective
Some memories crystal clear, others completely gone.
5
Mostly Intact
Nearly complete with only minor gaps.
6
Perfect Recall
Remembers everything.
d20
Primary Drive/Goal
1
Revenge
2
Protect others from their fate
3
Complete their unfinished work
4
Reunite with loved ones in death
5
Understand why they were killed
6
Achieve the recognition they never received in life
7
Right a wrong they committed in life
8
Preserve their knowledge/teachings
9
Find peace and move on
10
Prove their innocence of some accusation
11
Become more powerful than ever before
12
Experience life vicariously through wielders
13
Embrace a life of violence
14
Return to their physical form somehow
15
Solve the mystery of their death
16
Fulfil an oath or promise
17
Corrupt others with their bitterness
18
Spread their beliefs/philosophy
19
Be left alone
20
Revenge
d20
Killer’s Fate
1-3
Killer died shortly after – weapon knows
4-6
Killer died years later – weapon knows
7-9
Killer still alive – weapon knows
10-12
Killer died recently – weapon knows
13-15
Killer’s status unknown to weapon
16-17
Weapon falsely believes killer is dead
18-19
Weapon falsely believes killer is alive
20
Weapon obsessively tracks killer’s bloodline
d20
Previous Bearers
1-3
None.
4-6
1 previous bearer.
7-9
2-3 previous bearers.
10-12
4-6 previous bearers.
13-15
7-10 previous bearers.
16-17
11-20 previous bearers.
18-19
21-50 previous bearers.
20
Countless bearers. Weapon can no longer keep track.
d6
Attitude Towards Violence
Description
1
Abhorrent
Hates being used to harm others, resists violently if it can
2
Reluctant
Dislikes violence but understands necessity
3
Resigned
Accepts violence as their lot now
4
Indifferent
Feels nothing about causing harm
5
Eager
Enjoys and encourages violence
6
Bloodthirsty
Craves violence and tries to corrupt wielders
d6
Growth Potential
1
Slowly weakening – abilities fade over time
2-4
Static – power never changes
5
Growth through bonding – stronger with trusted wielders
6
Growth through purpose – stronger when pursuing their goal
d20
Notoriety
Description
1-5
Unknown
No stories or legends – either very new, or completely forgotten
6-8
Whispered Legacy
Only vague rumours
9-11
Local Legend
Known within a single region or city
12-14
Regional Fame
Stories told across neighbouring areas
15-16
Wideley Known
Scholars and warriors know the tales
17-18
Legendary
Epic poems and ballads tell their story
19
Mythical
Considered by many to be just a legend
20
Infamous
Feared and sought after across the world
d6
Relationship With Previous Bearer
Description
1
Beloved
Loved them like family, grieves their loss
2
Respected
Admired their worthiness and capabilities
3
Cooperative
No strong feelings, worked together professionally
4
Frustrated
Often disagreed but tolerated one another
5
Antagonistic or Domineering
Actively fought them, possibly mentally dominated the bearer
6
Detached
Remained emotionally distant and indifferent
d6
Physical Manifestations
1
Weapon becomes noticeably hot, cold, or changes with mood
2
Glows, changes colour, casts shadows, shimmers
3
Becomes heavier when angry, lighter when pleased
4
Hums, whispers, rings, makes other audible noises
5
Emits scents tied to their life (or death)
6
No physical manifestation
d6
Activation Requirements
1
Powers function constantly for any wielder
2
Requires a few hours of carrying/using the weapon or sleeping beside it
3
Only works for those the intelligence deems acceptable
4
Specific phrases or rituals must be performed
5
Activated by strong emotion
6
Requires the wielder to shed their blood on the weapon
I feel like there’s enough here to generate a fairly complex, unique intelligence, and for the GM to know what drives it and how to roleplay it. The only thing I’m missing now is “what do the powers actually look like?”
My instinct is that minor abilities should be drawn from a random table – things like “knows a random Ritual”, “functions as an additional Scar”, etc. Small, rules-based tweaks that are essentially the a dungeon game equivalent of a +1 style bonus. Major abilities should be left up to the GM to create, with a few (maybe 10?) pre-written example weapons to consult for ideas.
So my next step is to go away and write those minor abilities and to create some example weapons. In the mean time, I’d love to hear any thoughts you have about this!