Thursday 28 October 2010

Architecture Scrolls & The Oneironautic Pendant

Okay, so I really should start with an explanation of how I handle magic in my P&P games.  But I'm not going to.  That's for another post in its own right.  But just so as you know, it isn't your standard fare.

Two magic items that I have featured in numerous games, but which have never been used (much to my frustration) by any of my players are Architecture Scrolls, and The Oneironautic Pendant.

Architecture Scrolls are a very basic idea, but with a potentially very interesting application.  Basically, Architecture Scrolls allow the user to create passageways, rooms, chambers, traps, stairways, essentially all the features of dungeons (and some special features too, like subterranean forests and the like). This provides players with the opportunity to effectively magically and pretty much instantly create their own dungeon environment (a la Dungeon Keeper classic video game, which I belief inspired me, though its hard to recall precisely that far back.  But there is some bleed over the other way, video to P&P, credit where credit's due).

My original intention was to enable players to create their own subterranean lair, and provide for a kind of reversal of fortunes, having NPCs try to invade their dungeon, rather than the other way around.  When I get around to posting more of my P&P ideas, you'll notice I have a predeliction for turning standard concepts on their heads, because in my experience, such simple notions can indeed create the framework for some great situations and some highly enjoyable games.

But as I thought more upon these scrolls I realised also that a canny player might use them to break into an existing dungeon and circumnavigate certain elements or features.

So you can imagine my disappointment that, despite having included these items in at least half a dozen of my games over the last decade, not one player or party has yet to make use of them.  Partly my fault I suppose for not setting the right conditions.  But partly theirs for being pack rats and hanging on to every single one-shot item in case they can find a more appropriate use for it at some undisclosed event in the future.

The next item is far more subtle, and also dates back about a decade or more.  I considered a pendant (it has always appeared as pendant in my games, though its form is largely irrelevant).  I considered a pendant bestowed upon its wearer the ability to appear as a character in a target's dream.  The limitations on what a target was (had to be known to the wearer, or had to been previously touched, blah, whatever) varied from game to game, but the essentials remained the same.  Many of my magic items develop in power, so what players believe they do in the firstplace, may not, and generally isn't, the full extent of their power.

Oneironaut, by the way, comes from the Greek, and means Dream Voyager, so quite fitting, though to imbed the item firmly in the mileau of my gameworld (I've been developing the same one since I was about 17) I tend not to call in that in the actual game, but make up a name from a fantasy language that translated means roughly the same.

So this pendant to begin with bestows the power to enter another's dream.  This in itself is an interesting concept I think.  And could be used in all sorts of ways:  i.e. to give someone nightmares, to prior influence someone's reaction to you, either favourably or otherwise.  To appear as an omen to someone, only to rock up in the flesh a day or week or month later.  All sorts of cool shit.

But as the Oneironaut uses the item more and more, they begin to realise that they can control and modify more and more aspects of another's dream, until they become dream architects, constructing the entire dream reality for the target.

What I like about this concept is that it temporarily turns the table on the usual player-GM dynamic.  Enabling players the chance to, for a facet of the game at least, create a situation - and have me as the GM, playing an NPC (that's Non Player Character for you non P&Pers... though why the hell you would have read this far if you need NPC explaining is beyond me) forced to react to that situation, essentially turning the dynamic on its head.  Trend as previously mentioned.

This concept has always enthralled me.  But again, I'll be buggered if any player has ever done anything with it!

Anyway, posts to come, just to whet (as in sharpen) your appetites:  How I handle magic, and a brief history of magic in my games.

pilch out (and off to bed, after I've had a slug of celebratory calvados).  Yeehar!

4 comments:

  1. "...partly theirs for being pack rats and hanging on to every single one-shot item in case they can find a more appropriate use for it at some undisclosed event in the future." - always gonna be the way - easy way round is either not make them one shot (recharge over time or pilgrimage to somewhere for recharge - mini-adventure in its own right!). or just give enough so that the risk to use 'now' is reduced. hmmm...?

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  2. heh just discovered a flaw in this website. went to post above comment and got to the authenticity type-the-word-you-can see thing, but before typing it in noticed a typo. there is an edit function on that authenticity screen which i clicked and it took me to a standard preview type screen in which i corrected my mistake. however, on clicking post again it simply posted it without asking for authenticity! will try this again now to see if it always fails like that.

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  3. nope, that time it worked as i guess it should and sent me back to authent screen - first time must have been a glitch... XD

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  4. No, you can't have them recharge over time. Players would end up with the most elaborate dungeon layout in the entire universe. I just need to create a situation where they are needed. Or put them in the hands of a player that doesn't suffer from pack-ratism... Oli!

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