This gives the heroes plenty of incentive to hand such powerful items off to their community leaders. The community retains the item and may even allow the hero to use it in the future, on occasion. The community leaders might dodge the bullet themselves, and assign the hero to be the bearer of an item. More likely the item's past and magic are painstakingly researched and studied by the community loremaster before a decision is made. In other words, Narrators can introduce an item for future use by the heroes, a la Chekov's gun.
For those of you unfamiliar with dramatic theory, and narrative theory in general, "Chekov's gun" refers to Anton Chekov's rule (which I paraphrase here) that, if you introduce a gun in the first act of your play, one of the characters had damn well better use it by act three or four. In roleplaying terms, if you introduce an item of power it had *better* have a specific future role in your campaign. I feel that an item's TN reflects the hero's ability to invoke said item's powers, not the item's actual power, just like a Follower's TN reflects when said Follower is available to assist the hero.
-- Michael Richard Schwartz | Language is my playground, mschwartz_at_... | and words, its slides and Ann Arbor, Michigan USA | swingsets. -- yours truly
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