As a GM in Dungeon World, when you introduce a magic item to the party, do you tell them the effects of the magic item, or do you wait for them to use it or have it identified?
I have a Bard in my party that came upon a glowing war horn but hasn’t thought to use it even once. I have the item’s description and its’ effects, but I haven’t thought of a good way to introduce it because I didn’t do it immediately.
How do you all handle this in your games?
In my games, the characters usually wait until they are Making Camp or otherwise have downtime before they start examining items. I usually have them do DR or Spout Lore (whichever seems appropriate for how the character approaches it), but sometimes I just tell them what it does, especially if they are spending a fair amount of time researching.
If characters are holding items they have yet to use or investigate, I sometimes just remind them of those things at the top of a session.
In my games, the characters usually wait until they are Making Camp or otherwise have downtime before they start examining items. I usually have them do DR or Spout Lore (whichever seems appropriate for how the character approaches it), but sometimes I just tell them what it does, especially if they are spending a fair amount of time researching.
If characters are holding items they have yet to use or investigate, I sometimes just remind them of those things at the top of a session.
Spout Lore might be an easy way to do it. Start a session with a love letter about the glowing horn. Introduce a Front related to it.
Spout Lore might be an easy way to do it. Start a session with a love letter about the glowing horn. Introduce a Front related to it.
One way to draw attention to an overlooked magic item is to have an NPC try to bargain for it as if they know it has great value. Or have the character catch someone trying to steal it.
One way to draw attention to an overlooked magic item is to have an NPC try to bargain for it as if they know it has great value. Or have the character catch someone trying to steal it.
I always want to see more spout lore from my players and hate when they forget (sometimes they forget to even write it down, other times they explicitly drop it) something I gave them.
Logan Howard Great idea!
I always want to see more spout lore from my players and hate when they forget (sometimes they forget to even write it down, other times they explicitly drop it) something I gave them.
Logan Howard Great idea!
When I have a party with a wizard, I hide magic item effects in the field, but make it easy to find out what they do back in town, so there’s a reason for the wizard to use their ability to detect magic item effects. When there’s no wizard, generally I just tell them what the things do, usually by saying it comes with instructions or the like (e.g., you find it in a library….).
When I have a party with a wizard, I hide magic item effects in the field, but make it easy to find out what they do back in town, so there’s a reason for the wizard to use their ability to detect magic item effects. When there’s no wizard, generally I just tell them what the things do, usually by saying it comes with instructions or the like (e.g., you find it in a library….).
I give them clues on how to use it and maybe what it will do, but leave the actual effect for when they DO use it
I give them clues on how to use it and maybe what it will do, but leave the actual effect for when they DO use it
I think an brave character can always figure out something through experimintation. this can lead to some bad outcomes and misunderstandings (you give them the one ring and they assume it is nothing more then a ring of invisibility) but is a lot more fun then the item being lost in someones pocket.
I think an brave character can always figure out something through experimintation. this can lead to some bad outcomes and misunderstandings (you give them the one ring and they assume it is nothing more then a ring of invisibility) but is a lot more fun then the item being lost in someones pocket.