Rules Index | GM Screen


GameMastery Guide / Rewards / Starting Treasure / Starting with Magic Items

Heirloom Items

Source GameMastery Guide pg. 108
When characters start play with magical items, ask players to create a brief story explaining how they got them. The story should not only reveal something about the item, but also about the person who carries it. Avoid bogging down the introductory adventure with a recitation of each description. Instead, space them out by waiting until the items see use in play, prompting each player to supply his own anecdote.

We’re calling these heirloom items, because the most obvious story is that the item was handed down in the character’s family. This explanation humanizes the character and creates a supporting cast the GM can bring into narrative moments. No longer are the PCs rootless vagabonds; they have a history, and people they care about.

Alternative explanations are as varied as your players’ creativity. An item might be a loan from an organization or patron, which you can weave into your campaign as it develops. Characters might tell of finding the item themselves, in a moment predating their adventuring careers. A rogue might have stolen her item, implying an enemy character who may appear later looking to get it back. Consider ways to build on each mini-narrative, crafting them into a broader story.

Non-magical equipment can also be treated as heirlooms, especially for characters from impoverished backgrounds. That scuffed-up suit of leather armor might be a hand-me-down from a roguish uncle, or a precious bit of loot from a terrible battle that took place nearby a generation ago.