This just arrived for me, a print-on-demand product from DTRPG.
It's pretty much what it says on the cover: a whole bunch of magical artifacts for AD&D2e. It also includes some notes on the use of artifacts within an AD&D2e campaign, and a bunch of tables with which to generate the various random powers the artifacts are supposed to have.
I like the concept of these artifacts in a campaign. They tend to be ridiculously powerful and unbalancing, but at least they're each unique. I'm not a huge fan of the vast number of generic +1 swords and Potions of Healing and what-not that tend to give player characters their superhero powers. I think magical doo-dads should be a bit special, or else they just become a stand-in for modern or sci-fi technology.
Plus, I like the idea that magical things should be just a little bit perilous to the user. Knowing that using an object of Mighty Arcane Power™ might make your legs fall off means that employing it becomes a meaningful action, not just a handy deus ex machina.
Will I actually use any of the contents of this book? Probably. They're a hoot.
The key is to make sure that they don't stick around long enough for a character to make them the major part of their personality, or else players will get quite upset when they're taken away, one way or another. Unless that would be amusing to me.... in which case, we'll see.



















































