10 thoughts on “How do you guys handle enchanting.”

  1. The two ideas which jump out of the rules for me are

    1. The fighter’s move ‘blacksmith’

    2. The wizard’s ‘ritual’

    I’d start with those two options, to either have something original incorporated, or to consume an existing item

  2. Yep! Blacksmith and Ritual are the only GUARANTEED ways that players can get a custom magic item; anything else falls under the purview of “Make the World Fantastic” and “Tell them the consequences and ask.” 

    That is to say, if they want to explore the game world to find a powerful enchanter, they can do that, too, but it’s bound to come at a steep (and interesting!) cost.

  3. You have moves for this. When all else fails, look to your moves — in this case Tell them the Requirements/Consequences and Ask

    Read comics, watch movies, trawl Wikipedia, cultivate an aesthetic of ~magical weaponry~

    This will inform what kind of magical world your game occupies.

    Then, Ask Questions until its clear what the players/characters want, specifically — find out exactly what they’re looking for.

    Then, just flat out Tell them the requirements/consequences for getting what they want and ask what they do.

    They want a magical water sword? Maybe they need to bind a water sprite. Talk with them about how that gets done — make sure it fulfills your Agendas of creating exciting play.

    Enchanted Weapons aren’t just bought or made — that’s not filling their lies with adventure! Enchanted weapons require action, sacrifice, danger, and choices!

  4. Well the beserker isn’t sure yet. He wants something that makes him deadlier. The cleric was also vague and that’s when I made a tower explode do to a failed airship experiment

  5. I tried that. He called my enchanter npc a silly little man who knows nothing of battle. He mentioned afterwards he loved vorpal weapons from other games

  6. He gets messy tag on any weapon he wields just for being a barbarian, and especially if he takes the Smash! advanced move, he can rest assured his enemies will lose their limbs, heads, and vital fluids – no “magic” weapon required.

    Sounds like they are falling back on a D&D paradigm that defines heroes more by what they own than what they do. Time to expand their mindset.

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