A website dedicate to games of all favors and varieties, from video games to good old D&D.
Tuesday, June 25, 2013
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Monday, April 22, 2013
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Friday, March 1, 2013
Kippers & Jam
The One McGuffin
Sometimes you just have to let things play out and laugh at the mistake. However, I blame many bad endings on The One McGuffin getting loose.
A McGuffin is a device to further the plot. It has no other function and DM’s are well advised not to create and define an item so that it is both a solution and closure to the campaign storyline.
In AD&D, artifacts were vastly overpowered magic items that really should have been left undescribed. Instead, they were tacked on the end of the magic item list, as if they were a viable option.
There is a temptation for all DM’s to use The One McGuffin as a solution to wrap up the scenario. Never, repeat, never allow characters to use an evil item for good. First, it doesn’t make sense for good to use evil for good ends. Second, as a wise man once said, “Power corrupts and absolute power is really, really neat.”
The second pen hits paper and the McGuffin is clearly defined, somewhere deep down inside, you have decided the magic needs to be used. In all cases, this is very much a Deus ex-Machina story ending. If you build the characters up to the pinnacle of power, yet even from that great height, they can’t make a good ending of their own, what is the point?
Beware of The One McGuffin.
Wednesday, February 27, 2013
More Wizardry 1 Information
“Wizards, lords and samurai gain spells a lot slower than the pure clerics and mages. Wizards gain spells at the same rate as mages and clerics, but the spell levels are divided between the two types making them weaker but more diverse casters. Lords and samurai gain about half the spells of the two pure casters.”