I agree. The thing that distinguishes the "magic item" in HW from, say, your generic +1 Longsword in D&D is that it *is* part fo the character. Indeed, it may have character in itself, like our Skovari's animated puppet. As Gareth points out, there is a great tradition of heroes naming their swords/armour/underwear/whatever. This is modelled perfectly by letting the hero take that item as part of their 100 word narrative.
Also, one of the things I find particularly interesting about using items as abilities in HW, is that it provides a suitably mythic item that grows in power as the hero does, starting at a fairly feeble 13 and ending up who knows where as its legend becomes more well known. (That said, is there an argument for taking a particularly powerful "multi-function" item as a follower?).
Regards,
Bruce
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