Every time I come up with an idea for a blog post, the thing ends up taking a life of its own and eventually becomes something much bigger (and much less condensed) than I initially intended it to be. Sometimes a single idea sprawls a whole subset of mechanics, and sometimes a seemingly simple concept (old man with ravens) gives birth to an entire class with far too many options and movable parts. The reason for this, I believe, has a lot to do with my nearly pathological need to systematize EVERYTHING and make EVERYTHING fit neatly into a bigger system or picture.
This is not one such posts. I write this as an exercise of restraint and an attempt at minimalistic world-building. Following Michael Prescott's initiative "13 Items of Equipment", it is my intention to keep expanding the savage world of Amongst the Ruins through implication rather than mere description. In the end, it is the physicality and sensorial immediacy of the game-world that the players experience through their characters.
So, to curb my verbose enthusiasm, I'm going to impose the following rules on myself while trying to adhere to a very strict format. The rules and precepts are thus:
- This is a post about weapons. Anything on this list must be able to cause harm, one way or another. This must be implied in the item's description even if it wasn't a weapon originally.
- All weapons deal 1d6 damage. This is not about which objects is the most deadly. If anything, it is about the threat of pain. This means no subsystems, no fiddly bits and no sub-tables.
- A rose is a rose. Any item on this list can do all the things it could normally do besides inflicting damage, even if not stated. Daggers are cool and all, but what about oversized stone ladles or thumb-thick knitting needles?
1d20 Instruments of Harm