
Thunderfrog Marathon Voter Season 8, Marathon Voter Season 9 |

So one of my issues this year is thus.
My item is currently very thematic and follows a tight theme. That said, other people might be like, I don't want THAT theme, I want a choice of themes.
But making it more generic detracts from having a theme at all.
Example.
This Gibblygoo is really super cool at killing things with legs. It is powered by a demon from the realms of no-legs. It does great things vs things with legs, as outlined below.
sd
fas
d
My issue is whether or not I should be like..
This gibblygoo helps people kill things. It can be powered by a demon from the realms of no-legs, no-arms, no-brains, or no-eyes. Against things that that demon hates, it does the great things as listed below.
dsd
afas
fas
I hope I was clear. Do I make my item have more broad appeal by giving up theme and focus, or do I stick with my niche?

Mark Griffin RPG Superstar Season 9 Top 8 , Dedicated Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Mark D Griffin |

Scott LaBarge RPG Superstar 2015 Top 8 , Star Voter Season 7, Star Voter Season 8 |

Yeah, I think you're asking the wrong questions. It's not "general" vs. "thematic". It's "Where's the mojo?" Either sort of item can be great if it simultaneously feels surprising and inevitable. With the best items, the different elements of their design pull together in a new gestalt that makes you think, "oh wow, I never thought about that possibility, but that totally works, it's imaginative and evocative, and I totally love it!" And all sorts of items can do that.

Tyler Cowart RPG Superstar 2014 Top 32 , Dedicated Voter Season 7, Star Voter Season 8, Dedicated Voter Season 9 |

Well, lets take your example.
We have 2 items, one has a tight focus, everything is about leg chopping. It's about ill gotten power and a theme to run with (while it still has legs to stand on.)
The other says the player chooses and gives a list of options, or has more generic powers useful for any demon.
The first has its theme set. You can describe everything and make it unique and have a wow factor based on the idea.
With the second, its theme is an assortment of themes, you have less word count to fill each and its basis is looser. This means the actual abilities have to be that much stronger, and they all have to stand out. Otherwise, you just made one good option (and item) and a bunch of bad ones without buffing up the good one with wordcount. This is what happened to me in my monster round. (I was in the hospital so changing it didn't happen, but it shouldn't have been written like that anyway.)

Tyler Cowart RPG Superstar 2014 Top 32 , Dedicated Voter Season 7, Star Voter Season 8, Dedicated Voter Season 9 |

Take care with that, its a point to fret over.
Remember the crowd isn't judging you on your line of items, but the item you show us.
If there's more than that one, people want to know about the one they are being shown,
and the others don't exist yet so they only have the reference you give them.
It can work, there's a crowd who likes these items, and a crowd who doesn't care.
Also beware Sean's Wondrous Item advice #6: Item is a Variant of an Existing Item

Tyler Cowart RPG Superstar 2014 Top 32 , Dedicated Voter Season 7, Star Voter Season 8, Dedicated Voter Season 9 |

R Pickard RPG Superstar 2015 Top 8 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8 aka DeathQuaker |
4 people marked this as a favorite. |

I can say this, with the caveat that it may mean absolutely freaking nothing...
In 2013 I submitted an item I thought did a cool thing and was very useful in a game, but had no theme/"story" to it (NOT an actual backstory--backstory bad!!! but didn't indicate what I'd consider narrative potential). I built the item by creating abilities first, then writing the text around that. I did not make top 32.
In 2014 I submitted an item I thought did a cool, even flashy thing, but still was kind of more random than thematic. I built the item by creating abilities first, then writing the text around that. I did not make top 32.
In 2015 I submitted an item where I thought of a story/theme first (AGAIN AVOIDING TELLING ANY ACTUAL BACKSTORY), then designed the item. I solidified the feel first, then worked on specific abilities. I made it into the top 32. A lot of the judges and voters complimented me on the theme/feel of the item.

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I can say this, with the caveat that it may mean absolutely freaking nothing...
In 2013 I submitted an item I thought did a cool thing and was very useful in a game, but had no theme/"story" to it (NOT an actual backstory--backstory bad!!! but didn't indicate what I'd consider narrative potential). I built the item by creating abilities first, then writing the text around that. I did not make top 32.
In 2014 I submitted an item I thought did a cool, even flashy thing, but still was kind of more random than thematic. I built the item by creating abilities first, then writing the text around that. I did not make top 32.
In 2015 I submitted an item where I thought of a story/theme first (AGAIN AVOIDING TELLING ANY ACTUAL BACKSTORY), then designed the item. I solidified the feel first, then worked on specific abilities. I made it into the top 32. A lot of the judges and voters complimented me on the theme/feel of the item.
I think this is awesome advice that I regret not reading before ;-)
The more I labored at my item this time, the more I saw how close game design is to creating a work of art (like a sculpture, or a painting, or a novel).
Living with an artist who creates for a living, I know for sure that being inhabited by the spirit of your creation is essential to creating something that will speak to other people.
Though a mastery of crunch, like any good toolbox, is needed to create, it is the inspiration of the thing created that makes it a masterpiece, and its creator a true artist.