Making Curses Work: How the Rules can Add to your Game Rather than Take
And all of that is a shame, because as written, there's A LOT of really cool stuff that is written into the cursed rules that just gets glossed over, because so much of the "punishment as mechanics" is featured in the narrative and marketing of the work that most people don't think it is worth the time to read the writeups and fiddle with it to get something cool. And I don't blame them, I did the same thing for a long time. We buy these books to give us ideas and act like compasses that can point us towards interesting new lands of creativity we might not have found otherwise, and if the writing doesn't open up that scope, it's like your compass is just spinning, and what makes the designer think that those of us who are just hobbyists want to buy something that makes us more lost and annoyed? So, I'm going to talk about cursed items for a bit, and I want to show you how they can be cool 😎.
Intermittent Function: The Greatest Flavor Enhancer for your Magic Items & Wallet
Unreliable Items
- Most potions are unreliable, potentially failing 5% of the time. Many do not understand the inherent power of the magic they wield, making these poultices not always the best at meeting their needs, & lack of oversight making some major markets a bit of a wild west. That said, this ease of creation has made potions cheaper to make, and as such flooded the market. All potions by an unreliable alchemist or apothecary cost 20% less.
- The magic sword is unreliable, periodically shutting down. This could be a sign of faulty magical schema that the party wizard will need to correct, or a sign of a nascent intelligence slowly brewing beneath the magical diagrams...
Dependent Items
- Your longsword only works on holy ground, such as churches, consecrated spaces, or against evil outsiders. The faith believes in defense of the sacred, so many of their weapons are blessed such as this, their magic limited and stunted from being used against the tenants of the faith.
- A thief has a suit of custom armor made for him so that he might sneak into the lord's land, but has it cursed to only function at night. Though this may seem like a bane, it allows him to walk it through the gates of town the morning of, as until nightfall it is mundane.
- The local town is deeply devoted to a faith of the oceans and water, and as such many of their rituals involve submersion in water or baptisms. As such, many of their sacred healing oils are meant to be used while submerged, and many are applied as part of sacred baths to cleanse and heal.
- The forge uses a sacred anvil to craft many of its most valuable armors, but special care is given to the week of the Summer Solstice. This time is considered sacred to their god of fire & flames and for that time the anvil thrums with magical power, making even the most difficult jobs easy and manageable. The forge organizes its whole schedule around this time, and the team of smiths forge around the clock to finish many of their most difficult projects.
Unreliable Items
- You capture a flaming sword from a cult of elemental fire. The weapon is powerful, but it is forged from the soul of a living fire. It is powerful, but it looks to eat, and periodically it ignites in order to feed itself on the flames. The the cult, this was no issue, and the blade was kept in a hearth to feed it should it grow hungry, but our PCs are not pious followers, and do not understand or respect the cult from which they claimed it from. Now, it's only a matter of time before the sword starts lighting their belongings and potentially their lodgings on fire as they travel. Will they try to best or offload this "cursed" blade at the earliest opportunity, or learn to understand its needs?
- Magic is tricky and hard to pin down in any format and this includes consumables such as potions. Many potions have an expiration date, a point at which the magic activates and consumes itself, leaving the dregs behind. This is in part why most potions & oils are for beneficial effects, as having your vial of stone to flesh become fleshy is bad enough on its own, having an oil of pyrotechnics start combusting on your belt is no picnic.
- A daemon offers you a Grim Lantern in order to defeat a local monster, but little do you know that the lantern has a will all its own. If the party does not use the lantern soon, the magic will eventually activate, and the skull will breathe its gout of soul flames on whoever is too close, collecting the soul of the deceased for their benefactor's vile needs.
- The followers of the Azata of Magic believe in 2 things. That all living things need to be treated with dignity & equity in order to self determine, and that magic is alive. To that end, magic harnessed for use in items is not captured and coerced, but bargained with and convinced. Does this mean that their items are prone to acting of their own accord? Yes, but they have the freedom to do so, and convincing magic to help someone is much easier than trying to jail it forever.
Great ideas. Thanks so much for sharing. Magic items at my table will probably be more interesting from now on.
ReplyDeleteI think you have got unreliable items and uncontrolled items mixed up in the last paragraph though. You might want to fix that.