25 Fave Magic Item
A well-played Runesword is without doubt my
favorite magic item. I stress “well-played” because all too often rune weapons
are run poorly by DMs who don’t want to strip away a player’s agency. Taking
Michael Moorcock’s Stormbringer as the model for the runeblade, we see that making
the hero a pawn of fate is exactly what a runesword is intended to do. This is
why in D&D runeweapons had their own Intelligence and powers the DM was
supposed to keep secret from the players and use to undermine and manipulate
them. The French rpg Bloodlust actually has the weapons themselves as characters,
while even games like Stormbringer and the old Palladium FRPG had better
depictions of the duplicity and menace of rune weapons. Basically, if a player
is happy to get a rune weapon, you’re running it wrong.
26 Fave Nonmagic Item
Iron spikes, how do I love thee?
Let me count the ways:
Stopping doors for sleep at night
Or opening them to let in light
Dropped down a well to gauge a fall
Tapped in at intervals for climbing walls
For picking locks with DM’s permission
Or thrown to get rust monster attention
These examples are but a few
Of the reasons why I do love you
27 Character You Want To Play in Future
I’ve never sat down and just played a mage.
This is partly because I dislike the vulnerability at lower levels, and partly
because I find the D&D spell system an unwieldy and Byzantine nightmare. I
figure that although my impressions are correct in general, I may have missed out
on some insights by not having given the mage its due. I guess that’s my New
Year’s resolution – play a mage in the next game of D&D I sit down at.
Whenever that will be. Sigh…
28 Character You Will Never Play Again
Probably a ranger, because although I love
the IDEA of the class, the execution always leaves something to be desired. Either
his outdoor skills are useless in the dungeon, or he’s out of his element in
the city, or on another plane, etc etc. I once played a ranger who was a failed
druid, and that is now how I always see rangers – nature lovers who were just
not good enough to unlock the mystical bond with nature they needed to protect
it.
29 The Number You Always Roll on a d20
Thirteen or twenty, rarely anything in
between. Sounds like my life – some unlucky setbacks, no major fails to date,
and the occasional big win.
Hoorah!
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