“They brought the demon core, blood hexes, and shells. They pushed us to the sea. In the woods, we moved like eidolons hunting, as the skies sizzled with hot brass and steel rain. The sea frothed blue and white; the gnashing of frustrated and frenzied selkies.
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Sunday, December 21, 2014
Serpent Bay – Five Minute Vignette
“They brought the demon core, blood hexes, and shells. They pushed us to the sea. In the woods, we moved like eidolons hunting, as the skies sizzled with hot brass and steel rain. The sea frothed blue and white; the gnashing of frustrated and frenzied selkies.
Friday, March 1, 2013
The One McGuffin
Sometimes you just have to let things play out and laugh at the mistake. However, I blame many bad endings on The One McGuffin getting loose.
A McGuffin is a device to further the plot. It has no other function and DM’s are well advised not to create and define an item so that it is both a solution and closure to the campaign storyline.
In AD&D, artifacts were vastly overpowered magic items that really should have been left undescribed. Instead, they were tacked on the end of the magic item list, as if they were a viable option.
There is a temptation for all DM’s to use The One McGuffin as a solution to wrap up the scenario. Never, repeat, never allow characters to use an evil item for good. First, it doesn’t make sense for good to use evil for good ends. Second, as a wise man once said, “Power corrupts and absolute power is really, really neat.”
The second pen hits paper and the McGuffin is clearly defined, somewhere deep down inside, you have decided the magic needs to be used. In all cases, this is very much a Deus ex-Machina story ending. If you build the characters up to the pinnacle of power, yet even from that great height, they can’t make a good ending of their own, what is the point?
Beware of The One McGuffin.