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| #1MindforgeJun 07, 2007 13:43:52 | Using Artifacts in Your Game Fantasy literature is filled with Artifacts and these books inspire us to want to put them into our own games; sometimes with game disrupting consequences. Artifacts can be used in your games but should be limited as they are in literature. Artifacts should be plot pivots for your games – not a disruption to game balance. The One Ring had limitless potential but only if that power was understood by the wielder. For some, this great ring of power could only make them invisible and grant some foresight. Even then, the ring corrupts and destroys. The ring is meant as a plot device, not a destructive weapon in the hands of the wearer – in this case. Another good example is Stormbringer, the black sword of Elric. He discovers the weapon and claims it for his own and comes to rely on its power; lending him strength and vitality. In return the sword destroys those he loves and drinks the souls of his enemies. In the end, the sword destroys Elric. All of these artifacts are plot drivers. Using artifacts in your games should arrive at the same point. The characters holding the artifact should never see the stats of an artifact – if they want to use a power – the GM decides the outcome. Powerful magic items are tools for the characters – artifacts should be plot devices, not a powerful weapon that obliterates everything in its path without repercussion. The drawbacks of an artifact should always outweigh the power. A player should not want to own the artifact, but may come to rely on it. It is important to note that nearly every wielder of an artifact did not want the artifact they had and would gladly give it up. Sometimes, giving up that item will kill them so they will never do so, instead fighting its influence until they die. Introducing an artifact to players should be – in the end – a tragic thing. On the other hand, if you use an artifact as a plot device you might want to give characters ways around using the artifact should they try to give up the power they have. Another great plot driver is destroying an artifact, but this should never be something you line up as an adventure. Try to get the player to want to rid their character of the artifact – you can avoid the cliché ‘Let’s go destroy the artifact’ quest in this manner. |