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Among the assumptions apparently made by E. Gary Gygax, et al., when they wrote the rules of D&D ® and AD&D ® are that campaigns are "closed" and that magic is "standardized". A closed campaign is a series of adventures run by one Judge for a set of characters who do not go on adventures outside of the series until the campaign is ended. (The Judge may be a team, and the campaign may never end, but the principle is the same.) Standardized magic is that which goes by the "book", whether it be the 3 Volume set, Greyhawk, or the new AD&D ® books. A closed campaign has several advantages, but the aspect of relevance to this article is that it lets the Judge add non-standard magic to the game, without having to tell the players what it does. If a character picks up a Trick Magic Spear which is +1 on odd days, and -1 on even days, the Judge knows exactly what it is and how it works when the character pulls it out and tries to use it. On the other hand, one of the advantages of standardized magic is that when a player moves from one Judge to another, especially in open campaigns, the players and Judges each know how magic will work in each case. A Rod of Lordly Might obtained in one campaign is, in theory at least, immediately understood by the Judge of another. (I am ignoring the problems of reading and interpreting the rule books.) Unfortunately, among those with whom I have had the opportunity to play D&D ®, there are few closed campaigns, and a lot of non-standard magic. Because of this, a custom has grown of using 3" x 5" index cards to describe magic items. (Any Item so described is sometimes referred to as a "card item".) (Other size cards are also used, but 3" x 5" is most popular.) When a Judge has a brilliant idea for a new bit of magic, say a Magic Sword that barks like a dog when enemies approach, he writes a description of the item on one side of the card and, if he can, draws a picture of it on the other. Then, when and if someone acquires the item, the Judge simply hands the card to the player. When the player takes that character into another Judge’s game, he now has a simple way to show the new Judge what the item is, and what it does. It should be mentioned that some suppliers of game aids publish magic item cards, sometimes with just pictures (so the Judged can invent his own magic to match the picture), sometimes with a full printed description of the item. One handy use of the magic item cards is at the end of an adventure when it is time to divide up the treasure. In this kind of situation, the players usually have no idea what the items do, but thanks to the pictures, they have an idea of how they look. I prefer to have players make their choices on that basis alone. Once the characters actually have possession of the items, and it is the end of the adventure, I usually let the players read the card, on the presumptions that between adventures the characters would learn the nature of the item. If a player is not to be allowed to read a magic item card, then the card ought, in courtesy, to be put into an envelope labeled "for Judge only" or words to that effect. (Any card item whose card is so concealed can be called an "envelope item".) Most players will gladly respect such an envelope, because it really is fun to have an item of unknown power and to try to puzzle out its operation. Now, card items and envelope items can get into some interesting complexities, and yet still represent playable items. However, a word of warning is in order. Don’t, I beg you, make up a card item with a description ten pages long, even if the pages are 3" x 5" cards. Setting up for a game is hectic and a Judge with a half dozen or more impatient players on his hands is not going to want to peruse a lengthy document, particularly if it consists of lists of new spells and weird powers and strange limitations. (And if he doesn’t examine such monstrosities beforehand, he can be very irritated in the middle of the game to discover that your Helm of the Ridiculous automatically detects the presence of circles of fire greater than four feet in diameter when under water, if you mention it after he tells you that your party has blundered into that very thing and it has killed seven of them.) Having given that warning, I now propose to give an intricate example of how item cards and envelope items can be used together, with a related idea: the Monster Card. Note that while the explanation is long, it is long by virtue of going into detail in explaining how it works, not by virtue of piled on powers. The principles of operation of the items are actually relatively simple. The following descriptions are, barring typos, exactly as I now have them ready for handing out in a game. First of all, there is an envelope labeled: "For the Eyes of the Judge Only, Description of the Pouch of Power Together with Cards for the "Things" Which are in the Pouch." Second, there is a three by five card, bordered in blue and punched for a three ring binder, which has on one side a picture of a pouch with a shoulder strap: And on the other side: The Pouch of Power: This card, obviously, is one which I intend to hand to the player and does not go into the envelope. Third, in the envelope is another three by five card, again bordered in blue and punched for a three ring binder, which has on one side a picture of a ring, blue in color and with a visible inscription: And on the other side: Ring of the Pouch of Power
"As my digit in this ring doth couch, This card starts out in the envelope, but comes out later, as will be shown, and is then to be given to the player. Fourth, in the envelope is an eight and a half by eleven page, typed single spaced, which reads: The Pouch of Power As described on the card to be given to the player, this is a very special magic artifact. It is obviously magic. When anyone looks into it, they see only a swirl of mists of many colors. Reaching in, they find that the pouch is much bigger inside than outside, and they are able to touch, and pull out, if they so desire, strange "things". Most of the things are warm, but it is not possible to find out any-thing else about a "thing" by touch. The "things" in the pouch are of two kinds: 1) Monsters, 2) the Ring of the Pouch of Power. (Actually, all combinations of these two kinds of things are possible. For example: the pouch may be completely empty; it may hold the Ring, but no Monsters; it may hold Monsters, but not the Ring; etc.) If a character chooses to pull out a thing, please follow the following procedure: If the Ring is in the Pouch: Roll 1d6 and if the result is 1 or 2, it is the Ring which is pulled out. (Ring is in Pouch if Ring’s card is in envelope.) Otherwise: (either the ring is not in the pouch, or the roll was not 1 or 2) Pull at random one of the cards for the Monsters in the pouch. If the character wants to check on the item to see if it is warm or not, please allow this by reading the card before it is shown and giving the player an appropriate indication. Most Monsters, e.g. Gnomes, Shedu, Kobolds, Werewolves, etc., are warn. Some, e.g. Spectres, Vampires, Octopi, etc., are not. Feel free to describe Salamanders, etc. as "hot", and Ghosts, etc. as "cold". Note that the Ring is not warm. The character may then choose to let go of that item, getting no further information on it, and grab another, or simply not pull out anything. After the "warm", "not warm" check, look at the card to see if the Monster can survive in the environment in which it is to be pulled out. For example, an Octopus cannot survive on land, and a Lion cannot survive under water. Also check and see if the Monster is one you do not wish to allow into the game. If the Monster can’t survive, or you don’t want it in the game, then the character is unable to pull the "thing" out of the pouch. Once the "thing" is pulled out, it expands almost instantly to its proper size in the nearest convenient space, facing toward the user of the pouch. The Ring, however, appears in the user’s hand exactly as it was pulled out. Any Monster so pulled out will then obey the very first command given to it, regardless of who gives the command, and regardless of language. As soon as the command is obeyed, the Monster vanishes and is safely teleported home. Note that if the command is poorly phrased (e.g. "Attack that Thief"), the monster may get to go home early (e.g. the Monster attacks the Thief exactly once, then disappears). Also, there is a chance that the Monster is home, in which case the Monster is teleported a very short distance, and is back in the game, but not under control. Please also read "Ring of the Pouch of Power". Note that the card for the Ring is edged in blue to make it easy to find. If the Ring is pulled, give the Ring card to the player, with a warning not to put it back into the envelope until told to do so. (Students of D&D ® literature will note that I am a bit more careless in writing up items that I am in writing up articles.) Fifth, also in the envelope, is another eight and a half by eleven page, typed single spaced, which reads: Ring of the Pouch of Power by Thomas A. McCloud As described on the card to be given to the player, this is a beautiful blue magic ring inscribed: "As my digit in this ring doth couch, This ring works in conjunction with the Pouch of Power (please read "The Pouch of Power"). Its operation is relatively simple. First, the user must wear the Ring on a "digit" which means a finger or a toe. Second, the user must also carry the Pouch of Power. Third, the user must point the finger or toe which wears the ring at an attacker and recite aloud the poem inscribed on the ring. The attacker to which the finger points is then allowed a Saving Throw, without any magical alterations. If the Saving Throw is made, nothing happens. If not, the attacker dwindles almost instantly into the pouch (it does not matter if the pouch is closed) and becomes one of the "things" in the pouch. Whenever this occurs, the Judge for the adventure should immediately make out a 3" x 5" card for the new addition to the pouch. This card should have on it all information available to the Judge concerning the monster such as AC, Move, HD, Attacks, HP, and Special Abilities. References, such as "per Monster Manual page 16", or "per Greyhawk page 34", are also very useful. Notice that the description here says ". . .at an attacker. . ." A monster does not need to attack the user of the Pouch to qualify, it may be attacking a total stranger, or anybody, or even anything. Anything which advances rapidly with a weapon in an attacking position qualifies as an attacker. Any other clear and obvious threat will also qualify a monster or character as an attacker. Note that the "attacker" could be one of the user’s friends attacking a monster. But, if the wearer of the Ring tries to use it on anything which is not an attacker, then the wearer goes into the Pouch as a "thing" just like any other. For this last, no Saving Throw is allowed, even if the user has other magic which allows a Saving Throw when no Saving Throw is allowed (after all, the user is not really hurt). The Ring does not go with its wearer into the Pouch, although the third time rule may still apply. Third Time Rule: Whenever the Ring is successfully used (something goes into the Pouch) for the third time after being pulled out of the Pouch, it disappears and goes back into the Pouch. The following crossouts are for keeping track, draw more when these run out: 000 000 000 000 000 000 000 000 000 000 000 (the next seven lines are all groups of three zeros.) When the Ring goes back into the pouch, put the ring’s card back into the envelope. Sixth, and last of the paraphernalia prepared, there is in the envelope a small deck (43 cards) of 3" x 5" "Monster Cards". These are cards, such as the following example, which describe monsters. They are quite useful for wandering monsters, or for monsters simply stuffed into more normal containers such as stasis bags of holding. Example: Toad - An Ice Toad per Monster Manual page 95, HD: 5, AC: 4, Move: 9". Attacks: 1 Bite at 3d4, Special: Leap up to 9". Radiates cold doing 3d6 damage to those within 10’ if susceptible, once every other melee round maximum. HP: 24, Crossouts: 00000 00000 00000 00000 0000. Name: Glaze, Speaks Ice Toad. This article has presented the ideas of the item card, the envelope item, and the monster card. I hope each will add to your own enjoyment of the game, but one final caution ought to be given. Regardless of how strongly you feel about something, the most you can ever do on an item card is suggest. An item card is not a vehicle for compelling other Judges to do things your way. If they choose to say that an item works differently than as specified, well, in their worlds it does. Because of this, it is wiser to avoid ultimates. The hammer whose magic item card states that it ". .cannot be altered or destroyed in any way by any magic however powerful!. .‘I is just going to get barred from the game. That’s no fun. And, after all, the whole point of playing these games is to have fun. |