Writeup Guidelines

From DQWiki
Jump to navigationJump to search

This document is a work in progress. Its purpose is to discuss guidelines and ideas for good items and writeups. It is not currently official. Contributions are welcome, comments, discussion, and counter-arguments can be added to the Talk page.

A checklist for GM's to follow when completing end of session writeup's

This proposed checklist details what a GM should complete at the end of the adventure they have run and detailing various items / details etc that help to directly develop PC's (such as EP, SP, Time on mission etc) and those that add flavour to the PC (such as character interactions, places visited, significant events caused/based or inflicted around the PC)

  • Mission name:
  • Session:
  • GM:
  • EXP Awarded(Raw):
  • SP awarded
    • (pre Split)
    • (Tax value)
    • (Value of Loot taken)
      • Total SP awarded
  • Time spent on mission:
  • PC Training time available:
  • Places the PC travelled to
  • Significant NPC interactions with the PC or Group
  • Signed by (GM) and dated

Features and Powers

Charges vs Unlimited Use

Appropriate to Their Level

Items should be appropriate to the level of character and level of adventure. A high level item in the hands of a low level character unbalances the character and potentially any parties they are in. Giving Dragonskin or Mithril Armour to a character on their second adventure cheapens the items. Such legendary armours should be the result of epic quests. It also makes the rewards of subsequent adventures somewhat of an anti-climax.

Some of the best items and abilities are those that grow with the character. As they develop appropriate skills in using them the items become more powerful or more useful.

Low

  • Silvered weapon-smithed weapons.
  • Small magical bonuses (e.g. +1 damage, +5% BC, or +1 AP).
  • Bonuses to minor/secondary skills, spells and abilities.
  • ...

Medium

High

Flaws and Holes

Nothing should be perfect, it may be nice in the short term but a flawless item are boring.

Flaws and holes can help limit and balance powerful items, they can also help to make them more interesting and more challenging to use.

Description, History, Colour

While it doesn't usually have direct game effect, a colourful description and if appropriate a bit of history of the item makes it more interesting.

Valuation

How to value an item...

A guide to Magic Item Value.

Links

The Ten Commandments - Strong guidelines on items and other awards.
The Revised Ten Commandments - Some ideas for a new set of commandments.
Standard Items - Writeups of standard items such as potions, amulets, investeds, smithed weapons, etc.
Guild Vaults - Interesting items known to be stored in the guild vaults.
Artifacts - Powerful or interesting items that have passed through the hands of the guild and may or may not still be in guild members posession.