Interesting design notions about "magic items"
I'm highlighting THIS video from Trekiros as a great design thinking sort of thing, even though it's intended for GMs, and DnD DMs more specifically, but I'd like to suggest thinking about it so that "magic item" can be replaced with literally any kind of object, or abstracted further into kinds of subsystems that are relevant to your specific game.
I just really happened to like how he considered the base function of the thing, rather than the cosmetic output it has, and I think that's really key to peak system's design... ie yes, you need your game about pirate ships to have some kind of ship rules, but what kind of role is it supposed to fill within the game as a system?
Everything is meant to be "fun" of course, with some subjective interpretation about what that word can mean varying greatly, but by thinking about the actual function a subsystem serves/is meant to serve can greatly affect how it feels to experience within the game as part of the overall design.
The categories Trekiros goes over can be loosely aligned with the kinds of notions of sub systems, but I don't think they need to be relevant, but more that thinking about the base function is the key to making the system feel like some kind of fun within the system.
Posted Mar 5, 2026, 2:26 AM UTC