I've had two in two different campaigns. The hardest thing for me was remembering they were there. Its like having a permanent NPC in the party. The way I handled it (which I admit may not be the best way, but its the way that it happened!) was to only really have them speak up when addressed. And if they hadn't been addressed in a session or two, have them come up with something to say lol. I know its not much help, but I clicked "yes" I think its hard for a reason lol
I've had two in two different campaigns. The hardest thing for me was remembering they were there. Its like having a permanent NPC in the party. The way I handled it (which I admit may not be the best way, but its the way that it happened!) was to only really have them speak up when addressed. And if they hadn't been addressed in a session or two, have them come up with something to say lol. I know its not much help, but I clicked "yes" I think its hard for a reason lol
This is the hardest part but I'm used to my players regularly adopting npcs so its not hard for me. But for the OP this is the easiest solution. Dont talk unless addressed.
My addendum to this would be that keep track of the things the sentient weapon likes and dislikes on your cheat sheet (if you dont have one, get one) that way you can have it express joy or anger when its wants and needs are met or denied. Or even when a possibility comes up. Like a weapon likes fighting and conflict, have it try an instigate fights or mock someone for being a pacifist etc.
I guess second option would be to run it similar to a professor orb. Choose a few things you want the weapon to be able to lore dump on and what might trigger it giving out info and how much.
If keeping track of NPCs is frustrating for you, sentient weapons will have their problems. Of course, keep in mind not every sentient weapon is necessarily capable of speech. Some "emote" so the wielder gets a sense of its sympathies or not.
Somewhere you may want to go or not go is sentient weapons with some magical properties that it's wielder uses, but some properties are left to the object's discretion. For example, in Descent into Avernus, there's a shield that has a Pit Fiend imprisoned inside it. The wielder of the shield has three charges which can be used to cast fireball or wall of fire, the latter for two charges. The shield itself can elect once a day to create an aura of dread. The shield is also prone to lying.
You could create a mechanic that the player can track, but not control, so you don’t have to give it too much thought.
Provide a random table effect for when it does damage or when it is drawn or on crits or even time of day (Random occurrence once per day, for example). It could be just flavour such as a war cry or a comment on the owner’s appearance or a more material effect like wild magic
This will take it off your plate, but you can still use it when you need to in the story.
Players ignore them, they get pissed off and make trouble. Hey Monster, watch out the party is here to kill YOU!
Players realize they are NPCs, so I give them a good personality. Helps if you can do accents. Famous people make a great base. "I want to drink your blood." works great, as It's NOT A TUMOR!"
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I'm planning on using multiple sentient weapons in this current campaign, such as the Sword of Kas. How do I run them?
A New DM up against the World
I've had two in two different campaigns. The hardest thing for me was remembering they were there. Its like having a permanent NPC in the party. The way I handled it (which I admit may not be the best way, but its the way that it happened!) was to only really have them speak up when addressed. And if they hadn't been addressed in a session or two, have them come up with something to say lol. I know its not much help, but I clicked "yes" I think its hard for a reason lol
This is the hardest part but I'm used to my players regularly adopting npcs so its not hard for me. But for the OP this is the easiest solution. Dont talk unless addressed.
My addendum to this would be that keep track of the things the sentient weapon likes and dislikes on your cheat sheet (if you dont have one, get one) that way you can have it express joy or anger when its wants and needs are met or denied. Or even when a possibility comes up. Like a weapon likes fighting and conflict, have it try an instigate fights or mock someone for being a pacifist etc.
I guess second option would be to run it similar to a professor orb. Choose a few things you want the weapon to be able to lore dump on and what might trigger it giving out info and how much.
hope that helps.
If keeping track of NPCs is frustrating for you, sentient weapons will have their problems. Of course, keep in mind not every sentient weapon is necessarily capable of speech. Some "emote" so the wielder gets a sense of its sympathies or not.
Somewhere you may want to go or not go is sentient weapons with some magical properties that it's wielder uses, but some properties are left to the object's discretion. For example, in Descent into Avernus, there's a shield that has a Pit Fiend imprisoned inside it. The wielder of the shield has three charges which can be used to cast fireball or wall of fire, the latter for two charges. The shield itself can elect once a day to create an aura of dread. The shield is also prone to lying.
Jander Sunstar is the thinking person's Drizzt, fight me.
You could create a mechanic that the player can track, but not control, so you don’t have to give it too much thought.
Provide a random table effect for when it does damage or when it is drawn or on crits or even time of day (Random occurrence once per day, for example). It could be just flavour such as a war cry or a comment on the owner’s appearance or a more material effect like wild magic
This will take it off your plate, but you can still use it when you need to in the story.
2 basic ways I run Sentient weapons: