When I started making content for my first DW campaign, I was really taken with the idea of player choices with long-term or drastic consequences. This lead me to create the following item:
Maul of Winter Eternal (2 weight)
This enormous hammer is crafted from unmelting ice, twisted black metal, and the horned skull of some ancient beast. When you swing it, roll+CON.
* On a 10+, the air before you freezes.
* On a 7-9, as above, but one of your limbs succumbs to frostbite until you warm up.
* On a miss, as above, and lose the limb.
Last session a player acquired it, and I can tell from his face that he’ll never swing it. I’ve tried to encourage him by emphasizing the potential scope of the item’s power (e.g. flash-freezing a powerful dragon, freezing the entire sea, etc), or suggesting ideas to reduce the downside (replacement limbs from an artificer, having an enchanter build in failsafes) but the response doesn’t seem enthusiastic.
How would you encourage an item like this to be used, and convey that the risk/reward balance is worth it?