Before you start to groan, let me tell you the kids have already started to ask for dragons and maybe a demon or two. They want fantasy to feel fantastic.
So, what can you as a GM do with the proverbial magic sword to keep it fresh and interesting? Well, I remembered the Midnight campaign setting for D&D 3rd ed. It might be a little to grim for children, but there was a few rules ideas in there I could steal. I'm thinking of Covenant Items.
Covenant Items are magic items that "grow" with the wielder. It's a neat solution to the question of what to do with the simple +1 sword when you find a +2 one.
Since we play in the Kingdoms of Kalamar, this sword is blessed by Brovandol, of the Knight of the Gods, and thus its powers are themed to that.
- +5/+10 - Lvl 1 - Countermagic
- +10/+20 - Lvl 1 - Sharpen
- +15/+30 - Lvl 2 - Protection
- +20/+40 - Lvl 2 - Countermagic
- +25/+50 - Lvl 2 - Sharpen
- +30/+60 - Lvl 3 - Protection
- +35/+70 - Lvl 3 - Countermagic
- +40/+80 - Lvl 3 - Sharpen
The idea is to have the weapon develop with the character, so the first column is how many skills points have been put into the weapon. The first value is for those who like me uses a d6 for skill advancement, and the second if you use a d10 (like modern CoC does).
Just as a random fact the levels happens to match with the different levels of the Halls of the Valiant, as the church of the Knight is knows as.
The powers are names of Magic spells from the Big Yellow Tome edition of BRP, and roughly correlate to familiar RQ spells like Bladesharp, Shield and Spell Resistance.
Now I have adventure hooks and a money sink ready for the character to develop those powers!