
Recall that players played a lot in the campaign, some almost daily, and due to that their levels increased proportionately and that was the way, whether right or wrong, or needed or not, that it had to progress anyway, as the rules were being play-tested at the time and this perforce meant that all of the areas in them had to be fully examined, included higher ranges of campaign play.

(In response): I will go out on a limb here (and let Eric do so later for his items in ERKAT) and say that EGG was very impressed with my ability to create items of unique abilities and multi-layered powers and dimensions, etc. I like that, but it's a real alteration in my perception of AD&D magic. Reading over these items, you almost feel as though each magic item is like a loaded gun that could blow up in our hand: you never know what these things are going to do and when they're going to do more harm than good. How common was it for players to actually explore and discover all aspects of these items? Reading these over almost rewrites my sense of magic in the AD&D campaign - you look at the DMG, see all those lists of "standard" items, and you almost can't help but feel magic is assembly line stuff. How common were these types of things in your campaign? Did you ever encounter game balance problems? Also, many of the items seem to have random, unexpected or layered abilities. I was startled, though, at the power of many of them - most of these seem more like artifacts than magic items. They all display Rob's usual fertile imagination and really bring home the uniqueness of the original campaign(s). (Endymion): D&A is the first I've gone through (ERKAT and Stalk soon to follow) and I had some questions and comments.


This became today's article due to Endymion's fine questions and examinations posted at our forums.
