My party is about to meet an enemy that's based on one of the player's backstories, and I plan to also include a magic item into the plot. How do I make the item have an emotional impact?
For context, my monk player has been tracking down another monk of the same monastery, but when the party went to the monastery, they found it had been reoccupied. Currently, they're on their way to find this monk, who is currently now evil. Just to be clear, this monk isn't the bbeg, just a powerful enemy. Any suggestions?
Rollback Post to RevisionRollBack
Forever DM and perpetually online
Second-In-Command and Acting Master of the Underground
I'd have to know the backstory to give suggestions, but all in all, if an encounter has emotional impact, making the item also emotional is always good. This is coming from a very rp heavy dm, so it might not be you. It should also be known not to do it too often, you want it to be special.
With that out of the way though, things to keep in mind are two big things. First, this is the monks item. Make them feel like in and out of character they would hold onto it. Emotional impact is cool, but a crappy magic item could make them decide between being strong, and playing the character. Ideally, in cases like this, you don't want that. Make sure the item is something the monk will want to us without the emotional impact. Cool thing first, fun story second.
Secondly, you should keep in mind progression. Over time, characters get stronger, and so do magic items. A +1 from level 3 will be replaced by a +2 at level 5 sorta thing. So either make the item viable at late stages of the game (while of course making it balanced now), or make it reasonable to be replaced later. Like a piece of jewelry. Maybe it belonged to the monks mother. They wouldn't get rid of that, but later on, they might replace it. The thing with a necklace though, as long as you don't give a better necklace, you can always wear a necklace, even if you don't use the magic
The obvious choice seems to be an artifact from that monastery. (Not artifact in the item mechanic sense, more the general meaning of the word.) Maybe something that belonged to a beloved teacher, maybe a toy that belonged to the character. Either way, the details of what it is don’t really matter — fill in something that will be useful for the monk. The emotional impact comes from the source, not the item itself.
I'd have to know the backstory to give suggestions, but all in all, if an encounter has emotional impact, making the item also emotional is always good.
For context, here's the monk's backstory:
After truly witnessing the horrors of war, an honored general left in pursuit of peace despite his murderous nature. He spent many years as a wanderer before eventually being accepted by a monastery. He spent a decade there, learning and calming himself, and grew to be a pillar of the monastery's values. One day, his closest companion and brother-in-arms left on a pilgrimage, and on a trip gathering resources at the foot of the mountain the monastery was placed on, he was approached by an outlander. The man introduced himself as a king of a nearby nation, who had heard of his deeds in the war and wished to ask for assistance. While denying any prospect of joining another war, the king instead told him he was gathering powerful warriors to defeat a powerful mage, who was already out destroying foreign lands. The monk eventually gave in and agreed to assist in the defeat of this threat, but when he and the other warriors asked by the king(the party) faced the mage, they were no match. Miraculously, they all survived the encounter, but now they must gain more strength to defeat the mage.
The party is attempting to find the monk's companion, who is still on the pilgrimage. The party visited the monastery, only to find a dragon had made its way to the mountain, killing the other monks. After slaying the dragon, the monk checked throughout the monastery but couldn't find the artifact he was looking for. The artifact was an ancient sword forged by celestials and gifted to the first monk of this monastic tradition and had laid without a master for millennia, only being able to be wielded by the truest of monks. However, unbeknownst to the party, the monk's companion had returned from the pilgrimage, only to find the monastery razed to ruin. Unable to slay the dragon, he attempted whatever means necessary to gain more power to slay it. He eventually tried to master the sword, but when he couldn't truly use it, he decided to take it regardless. However, the sword had a curse for any unworthy who wish to wield it. The desire that drove them to take the weapon slowly grows, until it's all that's left, turning them into a hollow, maddened version of themselves. The companion's desire for power, while for noble reasons, slowly darkened into an unending avarice for strength, and now, he is but a soulless being searching for enemies to maim, growing from the frenzied slaughter.
The magic item in question, a blade that drives you mad if you aren't worthy, is the weapon I plan to gift. I'm probably also going to have this player interact with the same curse, up until a certain point they (hopefully) become worthy. This is proving to be a bit of a problem for me, as I haven't done emotional, backstory-driven plots yet.
Rollback Post to RevisionRollBack
Forever DM and perpetually online
Second-In-Command and Acting Master of the Underground
First and foremost, make sure the weapon is monk compatible. Monks lose a lot of their abilities when not using a monk weapon.
Now. I find that this would probably need to become a plot. You could make a mechanical curse, I.e., -1 to whatever stat, and it gets worse until you are "worthy", but I feel like that could tarnish the impact aimed for. However, it is significantly easier. Mechanics, though hard to balance, are almost always easier to write then entire plots.
Now, I'm an entire plot kinda guy, so let's get down to business.
First point is making sure the player has a solid grasp of how important the weapon is. You said you've let them know, but make it shine. "Touching, you can feel centuries(?) Of knowledge, ancestors who have held this sword, seep within you." Or, even just a glow of Omnipotence. Something to really make you say wow.
How I would handle the curse, is actually fairly straight forward, just very dependant on your ability to describe. Picture this. The sword was grabbed in the hopes of saving the friend. Freeing him from the grasp of this curse. You could twist that into selfishness (imparting your will against another's wishes) or turning away from gods (considering this is a god given weapon) I'll assume rebellion from gods for the sake of the story. You can describe feeling the curse take hold when first attuned/held, but that's some story flair. When walking into a church, make them roll a wisdom save. Don't tell them what. On a pass, they feel cynical of the true purpose of the church, but can't really place why. On a fail, they see or perceive misgivings in the church. Exploiting the peasants, preaching things the monk knows isn't totally true, and you tell them it seems like they're misguided their followers.
Right there, you have planted the seed. It's up to the player how they interpret that description. Curse may not even come to their mind. If they don't act on it, you can hand wave it and say it's because their will was too strong. The item hasn't taken hold yet, now has it?
You decide when to make a save, you describe what it means, and you decide how to progress is. And once you decide enough time has passed, you crank it up a notch, and let the PC know in game what's going on. Push a cleric or another monk into the parties path. In other words, start the clock.
The player now knows what's happening, and needs to do something. It's up to you where to take it, but just always keep in mind the main story. And having one player be the spotlight for an arc is a very good thing, don't get shy about that, assuming you're new which you very well might not be.
Tl:Dr, make a story around it rather than mechanics. You can put significantly more effort into making it feel impactful, and you decide on the spot the balance, so it's easier to balance (if harder to tie in).
But yeah, you seem to be doing pretty well anyways. Don't overthink it. You've got a good story there, and the story might honestly be able to carry it all on its own. If you start stressing, just take a step back, and let it play out. You've got a good thing going, don't worry too much about messing it up.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
My party is about to meet an enemy that's based on one of the player's backstories, and I plan to also include a magic item into the plot. How do I make the item have an emotional impact?
For context, my monk player has been tracking down another monk of the same monastery, but when the party went to the monastery, they found it had been reoccupied. Currently, they're on their way to find this monk, who is currently now evil. Just to be clear, this monk isn't the bbeg, just a powerful enemy. Any suggestions?
Forever DM and perpetually online
Second-In-Command and Acting Master of the Underground
I'd have to know the backstory to give suggestions, but all in all, if an encounter has emotional impact, making the item also emotional is always good. This is coming from a very rp heavy dm, so it might not be you. It should also be known not to do it too often, you want it to be special.
With that out of the way though, things to keep in mind are two big things. First, this is the monks item. Make them feel like in and out of character they would hold onto it. Emotional impact is cool, but a crappy magic item could make them decide between being strong, and playing the character. Ideally, in cases like this, you don't want that. Make sure the item is something the monk will want to us without the emotional impact. Cool thing first, fun story second.
Secondly, you should keep in mind progression. Over time, characters get stronger, and so do magic items. A +1 from level 3 will be replaced by a +2 at level 5 sorta thing. So either make the item viable at late stages of the game (while of course making it balanced now), or make it reasonable to be replaced later. Like a piece of jewelry. Maybe it belonged to the monks mother. They wouldn't get rid of that, but later on, they might replace it. The thing with a necklace though, as long as you don't give a better necklace, you can always wear a necklace, even if you don't use the magic
The obvious choice seems to be an artifact from that monastery. (Not artifact in the item mechanic sense, more the general meaning of the word.) Maybe something that belonged to a beloved teacher, maybe a toy that belonged to the character. Either way, the details of what it is don’t really matter — fill in something that will be useful for the monk. The emotional impact comes from the source, not the item itself.
For context, here's the monk's backstory:
After truly witnessing the horrors of war, an honored general left in pursuit of peace despite his murderous nature. He spent many years as a wanderer before eventually being accepted by a monastery. He spent a decade there, learning and calming himself, and grew to be a pillar of the monastery's values. One day, his closest companion and brother-in-arms left on a pilgrimage, and on a trip gathering resources at the foot of the mountain the monastery was placed on, he was approached by an outlander. The man introduced himself as a king of a nearby nation, who had heard of his deeds in the war and wished to ask for assistance. While denying any prospect of joining another war, the king instead told him he was gathering powerful warriors to defeat a powerful mage, who was already out destroying foreign lands. The monk eventually gave in and agreed to assist in the defeat of this threat, but when he and the other warriors asked by the king(the party) faced the mage, they were no match. Miraculously, they all survived the encounter, but now they must gain more strength to defeat the mage.
The party is attempting to find the monk's companion, who is still on the pilgrimage. The party visited the monastery, only to find a dragon had made its way to the mountain, killing the other monks. After slaying the dragon, the monk checked throughout the monastery but couldn't find the artifact he was looking for. The artifact was an ancient sword forged by celestials and gifted to the first monk of this monastic tradition and had laid without a master for millennia, only being able to be wielded by the truest of monks. However, unbeknownst to the party, the monk's companion had returned from the pilgrimage, only to find the monastery razed to ruin. Unable to slay the dragon, he attempted whatever means necessary to gain more power to slay it. He eventually tried to master the sword, but when he couldn't truly use it, he decided to take it regardless. However, the sword had a curse for any unworthy who wish to wield it. The desire that drove them to take the weapon slowly grows, until it's all that's left, turning them into a hollow, maddened version of themselves. The companion's desire for power, while for noble reasons, slowly darkened into an unending avarice for strength, and now, he is but a soulless being searching for enemies to maim, growing from the frenzied slaughter.
The magic item in question, a blade that drives you mad if you aren't worthy, is the weapon I plan to gift. I'm probably also going to have this player interact with the same curse, up until a certain point they (hopefully) become worthy. This is proving to be a bit of a problem for me, as I haven't done emotional, backstory-driven plots yet.
Forever DM and perpetually online
Second-In-Command and Acting Master of the Underground
First and foremost, make sure the weapon is monk compatible. Monks lose a lot of their abilities when not using a monk weapon.
Now. I find that this would probably need to become a plot. You could make a mechanical curse, I.e., -1 to whatever stat, and it gets worse until you are "worthy", but I feel like that could tarnish the impact aimed for. However, it is significantly easier. Mechanics, though hard to balance, are almost always easier to write then entire plots.
Now, I'm an entire plot kinda guy, so let's get down to business.
First point is making sure the player has a solid grasp of how important the weapon is. You said you've let them know, but make it shine. "Touching, you can feel centuries(?) Of knowledge, ancestors who have held this sword, seep within you." Or, even just a glow of Omnipotence. Something to really make you say wow.
How I would handle the curse, is actually fairly straight forward, just very dependant on your ability to describe. Picture this. The sword was grabbed in the hopes of saving the friend. Freeing him from the grasp of this curse. You could twist that into selfishness (imparting your will against another's wishes) or turning away from gods (considering this is a god given weapon) I'll assume rebellion from gods for the sake of the story. You can describe feeling the curse take hold when first attuned/held, but that's some story flair. When walking into a church, make them roll a wisdom save. Don't tell them what. On a pass, they feel cynical of the true purpose of the church, but can't really place why. On a fail, they see or perceive misgivings in the church. Exploiting the peasants, preaching things the monk knows isn't totally true, and you tell them it seems like they're misguided their followers.
Right there, you have planted the seed. It's up to the player how they interpret that description. Curse may not even come to their mind. If they don't act on it, you can hand wave it and say it's because their will was too strong. The item hasn't taken hold yet, now has it?
You decide when to make a save, you describe what it means, and you decide how to progress is. And once you decide enough time has passed, you crank it up a notch, and let the PC know in game what's going on. Push a cleric or another monk into the parties path. In other words, start the clock.
The player now knows what's happening, and needs to do something. It's up to you where to take it, but just always keep in mind the main story. And having one player be the spotlight for an arc is a very good thing, don't get shy about that, assuming you're new which you very well might not be.
Tl:Dr, make a story around it rather than mechanics. You can put significantly more effort into making it feel impactful, and you decide on the spot the balance, so it's easier to balance (if harder to tie in).
But yeah, you seem to be doing pretty well anyways. Don't overthink it. You've got a good story there, and the story might honestly be able to carry it all on its own. If you start stressing, just take a step back, and let it play out. You've got a good thing going, don't worry too much about messing it up.