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Accessory - Dragon Magazine #111.pdf - Index of

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you is subject to your rules. If players don’t<br />

wish to have their PCs’ powers altered or<br />

reduced, they don’t have to play in your<br />

game. Players may have their PCs weakened<br />

only for the duration <strong>of</strong> their stay, or<br />

they may accept permanent alteration <strong>of</strong><br />

their PCs. Make sure the players are informed<br />

<strong>of</strong> this before they bring in their<br />

characters. A favorite technique <strong>of</strong> mine is<br />

to have the means <strong>of</strong> arrival to my world<br />

(gates, spells, mystic explosions, summonings,<br />

etc.) be the means <strong>of</strong> their alteration.<br />

For example, NPCs may take magic items<br />

in trade for transporting characters to my<br />

world, good gods may “cleanse” evil characters<br />

so they can adventure with good<br />

ones, mystic explosions may alter characters<br />

in attributes and levels, and dimensional<br />

“police” may forbid certain items to be<br />

brought into my world.<br />

If, despite everything, your campaign has<br />

characters far beyond the rest in terms <strong>of</strong><br />

personal power, other options exist. The<br />

easiest solution for me was to craft adventures<br />

with a very tough, central adversary<br />

surrounded with lesser underlings. As a<br />

matter <strong>of</strong> course, a powerful character<br />

would seek out a fight with the major foe,<br />

while everyone else mopped up the lesser<br />

beings. The tough guy needed the help<br />

because he would have been swamped<br />

otherwise. Everybody fought, everyone was<br />

busy, everyone was happy.<br />

Another way is to create adventures in<br />

which a character’s power is useless. An<br />

adventure requiring the solving <strong>of</strong> riddles is<br />

one example,-since-the player must depend<br />

on his own cleverness, rather than the character’s<br />

power, to solve problems and finish<br />

the scenario. This balances things well for<br />

everyone.<br />

If a character is still too powerful for a<br />

particular group, there are other measures<br />

that can be taken. The DM can talk to the<br />

controlling player, who may agree that<br />

something should be done to make things<br />

more workable. It could be a matter <strong>of</strong> —<br />

giving up some items or taking voluntary<br />

cuts in some powers or abilities. The character<br />

could be retired until the rest <strong>of</strong> the<br />

group catches up, or it could be played with<br />

a more powerful group, if one exists. Or the<br />

character can go adventuring alone, which<br />

gives the DM a chance to make more demanding<br />

adventures without killing weaker<br />

characters.<br />

The character may also be run as an<br />

NPC by the DM if the player agrees. The<br />

DM would then assume control <strong>of</strong> the character,<br />

possibly allowing the player to use it<br />

on special occasions. If the player wishes to<br />

be helpful, he may give powerful items to<br />

the gods or to wizards until such time as<br />

they are needed again, or the items may be<br />

sacrificed to stop a great evil. Personal<br />

power could be passed to others or mysteriously<br />

returned from whence it came.<br />

Some characters might simply not use<br />

certain powers or weapons. The great warrior<br />

Vendil, for example, uses only his 18/00<br />

strength and his bare-hands on most oppo-<br />

nents he meets, saving his sword +5 “for a<br />

truly worthy foe.”<br />

If the player doesn’t see the problem with<br />

his character, the DM may have to take<br />

other actions. Killing out-<strong>of</strong>-control characters<br />

is one solution, but I believe in being<br />

fair. Destruction is easy; any DM can kill<br />

any character if he really wants to, but I<br />

abhor <strong>of</strong>f-handed destruction <strong>of</strong> PCs. I<br />

believe in giving every character a fighting<br />

chance for life. Try to solve problems creatively;<br />

creation is always harder than destruction,<br />

but is worth it. Above all, be fair!<br />

If the main problem is an excess <strong>of</strong> powerful<br />

magic items, it can be handled in<br />

much the same manner as physical prowess<br />

was handled. It is only the psychology <strong>of</strong><br />

owning magic items that is different. For<br />

many players, magic is the most interesting<br />

thing in a fantasy campaign; the roleplaying<br />

aspect <strong>of</strong> the game <strong>of</strong>ten takes second<br />

place to the power and glitter <strong>of</strong> magic<br />

items. Instead <strong>of</strong> developing the character<br />

as a person, it becomes far easier to define<br />

him in terms <strong>of</strong> his possessions.<br />

To satiate the cravings <strong>of</strong> players for<br />

magic items, the DM can create items that<br />

are-flashy but not powerful — i.e., they will<br />

impress local peasants but not slay dragons.<br />

This process also satisfies the desire <strong>of</strong> the<br />

DM to create new magic items. If done<br />

properly, the DM can create items that<br />

become more powerful when their owners<br />

behave in certain manners. Thus, the players<br />

are forced to role-play with their characters<br />

more <strong>of</strong>ten when-they must act noble,<br />

macho, or crazy.<br />

Another type <strong>of</strong> possession is money.<br />

Occasionally, characters will acquire enough<br />

money to make them an economic power to<br />

be reckoned with. This may unbalance the<br />

DM’s setup <strong>of</strong> the game. In my campaign, I<br />

once used a pre-packaged module featuring<br />

a dragon that possessed a tremendous hoard<br />

with great heaps <strong>of</strong> gold. Since no gold<br />

piece value was given, I decided that 100<br />

million gp was appropriate. Naturally, the<br />

group destroyed the dragon, leaving four<br />

people with 25 million gp each. Well, since<br />

gold was worth more in my world than in<br />

the typical AD&D game world, I soon<br />

decided I had made a major mistake. Here<br />

are some methods I could have used to fix<br />

the situation:<br />

Steal it back. Such a large amount <strong>of</strong> gold<br />

(5,000 tons) takes a lot <strong>of</strong> wagons, equipment,<br />

and time to move. Such a lengthy<br />

project would be hard to keep secret.<br />

Thieves could get wind <strong>of</strong> it and hijack the<br />

caravans moving the metal. If an army was<br />

hired to guard it, the mercenaries might<br />

turn traitor and hijack the gold themselves.<br />

Even if the group decided to make the<br />

dragon’s lair their base and not move the<br />

gold, other treasure seekers will eventually<br />

come after it once they learn the dragon is<br />

dead. Powerful forces may decide they<br />

deserve the gold, forcing the PCs out. Other<br />

dragons may come to avenge their brother<br />

(just possibly lured by the treasure, too).<br />

Gold is a powerful lure, especially in such<br />

amounts and especially to dwarves, who<br />

may decide to claim the gold out <strong>of</strong> sheer<br />

greed or as a just “inheritance.” After all,<br />

the gold belonged to someone else once, and<br />

the original owners (or their descendants)<br />

may show up, too.<br />

Swindle it back. The characters suddenly<br />

discover friends and relatives they never<br />

knew they had. This leads to charity, bad<br />

investments, and outright fraud.<br />

Handle it. The sheer responsibility <strong>of</strong><br />

having to deal with wealth could become<br />

burdensome. If the players are faced with<br />

the prospect <strong>of</strong> dealing with their wealth as<br />

businessmen, the accounting work might<br />

make them decide to chuck it all.<br />

Back-fix it. Create an after-the-fact condition.<br />

Perhaps the dragon cursed his hoard<br />

to make it unusable after his death. The<br />

gold may disintegrate in time, it may prove<br />

to be fool’s gold (especially after being<br />

spent, leading to angry mobs), or it may<br />

simply bring misfortune to its owners. I<br />

don’t like to invent after-the-fact safeguards;<br />

it’s sloppy, but it may be necessary.<br />

Here are some methods that I did use to<br />

divest my players <strong>of</strong> their gold:<br />

Tax it. The players considered this the<br />

same as stealing it. The local king took 10%<br />

as taxes, which replenished the wardepleted<br />

kingdom, but didn’t really affect<br />

the characters that much. Some forms <strong>of</strong><br />

taxing I didn’t use were tithes to the local<br />

churches (another 10%, easily) or “finder’s<br />

taxes.” Since the gold was originally stolen<br />

by the dragon, the kingdom could claim at<br />

least 50% <strong>of</strong> the treasure as a finder’s tax,<br />

to put the money back into the economy.<br />

Sacrifice it. I invented a method <strong>of</strong> destroying<br />

gold which made the PCs want to<br />

do so. One character’s land contained a<br />

tower he wanted to claim — but in the<br />

tower’s basement was a demon <strong>of</strong> enormous<br />

power, held by a device powered by the<br />

destruction <strong>of</strong> gold. To destroy the demon<br />

itself required a deposit <strong>of</strong> about 4,000 tons<br />

<strong>of</strong> gold placed in the device. With some help<br />

from the king, the PCs destroyed the demon<br />

and gained the tower, probably saving the<br />

world as well. This left them about 250,000<br />

gp each, plus their lands and castles.<br />

Use it. The king had given the PCs land<br />

and made them barons, with the understanding<br />

that they would build strongholds<br />

and defend the land — which just happened<br />

to be in a hazardous area the king could not<br />

afford to protect. Another 3,000,000 gp was<br />

eventually spent here. More could have<br />

been spent if the characters were allowed to<br />

support large armies and build vast fortifications.<br />

Of course, that could easily have<br />

led to the problem <strong>of</strong> too much manpower.<br />

Make characters take chances<br />

If the players enjoy having their characters<br />

hire “monster fodder” to do all dirty<br />

work, there are ways to discourage this. If<br />

they like to have NPCs test potions, draw<br />

swords, and press buttons, make sure the<br />

NPCs now and then find devices like magic<br />

swords that grant wishes to the first to draw<br />

them. Create potions that have a good effect<br />

on the first sip, then turn poisonous or<br />

cursed. Make traps that blast everything<br />

D RAGON 25

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