Stuff of Legends
Welcome to the Loot! Issue. This issue is focused on one thing, stuff!
This issue introduces a simple Random Treasure Generator, Items
of Note, Lucky Items, suggestions on rewarding Magic Items and
Legendary Items. A lot of the stuff I write is Judge-centric. I am the
DM after all. And most of the materials I create are genuinely for
me to use at the table as a Judge. But have no fear, there is stuff for
everyone! Also included in this issue are some new rules for Shields
and Helmets and expanded Adventurer Equipment and Weapon
lists written by Colin Chapman. This issue also has our first feature
to support a third party campaign setting, a merchant by Jon Marr
from The Sunken City.
Treasure, especially Magic Items, are a touchy subject. Long time
players of D&D are used to mundane, or generic, magic. But that
kind of magic doesn't exist in this game. It’ll help to make that
absolutely clear before starting the your DCC RPG campaign. I find
it easily reinforced by making all Magic dangerous, and therefore
less desirable. This is easy to do when you have an aggressive
wizard that has become horribly corrupted. Then again, Magic
Items are so cool! When you use a lot of Old-School adventures, you
come across magic items that you feel obligated to reward. They’re
everywhere. But don’t. Replace them with Items of Note and Lucky
Items. Items of Note are valuable items, noteworthy, but not
necessarily magic. Lucky Items are similar, but give players a taste
of unpredictable power at a cost, specifically luck. The fun thing is a
Lucky Item can become a Magic Item through legendary deeds-
Legendary Items. Imagine your character using a lucky sword to
cut off the hand of an ancient god. This sword can become the
Bane of Ancient God. Instead of inventing the history of a Magic
Item, you create it! Treasure will be modest in DCC RPG, but it can
be more valuable if it is significant beyond just gold value.
Keep treasure awesome!
Reverend Dak
(Dungeon)Master-in-Chief
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