Living Enchanted Items with motivations
The question, "What if xyz was alive?" is low hanging fruit for TTRPG hijinks. Its up there with, "What if xyz was magical?" and, "What if xyz was large and dangerous?"
Recently I decided enchanted items would have consciousness and motive in my lore. In fact, items grow stronger as the owner builds loyalty by aligning motives and actions with the item.
A misused or long-abandoned enchanted item may grow hateful (the opposite of loyal) and maybe even compel the owner the way The One Ring does in LOTR. Do as the item wishes to decrease its hatred, which decreases its power and its hold over you in equal measure. Or you can pass it off to someone else whom it will accept.
That's it. Items now give PCs and NPCs motivations and missions. Instant hit at my table. Easy leverage for moral themes and drama.
Example: My player was first wronged and maimed by someone trying to appease a guilt-punishing dagger. The man then gave it to him. The Player punished (killed) some sinful people he didn't have to, morally corrupting himself but reducing the item's hatred. Now he has an item with no hatred at all but his own character has been warped and he realizes it's himself that deserves punishment. This is not even the main conflict, but it is for his character.
Ever tried living items? What did you do? What ideas do you have?
Posted Mar 17, 2022, 2:42 AM UTC
There's a pretty cool game about this concept from the perspective of the enchanted item: Wield by John Wick