One of the things I loved to do in our campaigns was give out magical items which were interesting but mostly useless. We’ve been trained by movies that if you find some seemingly unimportant bauble, then the story will later create a situation where it will be the key to solving a problem in an unexpected way.
My favorite was a rope I gave them that untied itself the moment you let go of the knot. It was pointless, but enough of a novelty that they hung onto it. Another was a chalice that would purify any water you put into it. It was sort of a magical water filter which could turn a glass of swamp sludge into mineral water in about five minutes. Another was a magic staff which had only one property: It could be placed tip-down on the floor and it would keep itself balanced.
Once in a while they would haul out one of these magical booby prizes and actually put the thing to some unexpected use. I always loved when they did that.
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Be careful what you learn with your muscle-memory, because it will be very hard to un-learn it.
Stop Asking Me to Play Dark Souls!
An unhinged rant where I maybe slightly over-reacted to the water torture of Souls evangelism.
A Telltale Autopsy
What lessons can we learn from the abrupt demise of this once-impressive games studio?
Raytracing is coming. Slowly. Eventually. What is it and what will it mean for game development?
If Star Wars Was Made in 2006?
Imagine if the original Star Wars hadn't appeared in the 1970's, but instead was pitched to studios in 2006. How would that turn out?