I am working on a video game RPG remake, and the way they managed cursed items was pretty dull. Items came unidentified, and once identified, you new if it was a cursed items. So what player did is not equip any item that is unidentified, Once identified you will never equip a cursed item unless the item name is ambiguous and does not imply it is cursed. Once cursed items are equiped, a character must seek uncurse to unequip and item.
So I was thinking in revamping the system to make cursed items more interesting as you have no interest in equiping unidentified items. The only type of game that I found it to work is for rogue-like games where you cannot exit the dungeon, you go forward until you die. In that case, taking the risk to equip an unidentified item is a meaningful choice.
I came up with a few ideas for solution, I also checked in D&D to see how they handle cursed items.
A. All items are identified, but cursed items are displayed as a different name which changes once equiped. For example, a sword +2 becomes a sword -2 once equiped or after a certain amount of use. It could also includes delusion, like a fire sword, is actually only a regular sword. Maybe a +2 swords shows as a regular sword, and with usage, and can show itself as a +2 sword.
B. Random side effect: There is a certain percentage of chance that the bonus or minus effect is applied or not applied.
C. Drawback: Either when used, or permanently active, there is a negative consequence to outweight the positive. For example, you have a sword +5, but that gives -3 to all your saves. Or each time you hit the enemy, you lose 1 HP. So cursed items are not automatically bad, some could be worth the trade off until better items shows up.
D. Easy unequip: If it takes time to learn that an item is cursed, maybe allowing unequiping without the need to uncurse a character could be a solution. If it only a drawback, players could chose to equip an item with a voluntary drawback.
E. Replace identification with appraising: Item identification seems too cheap and easy to just spot a cursed item. Maybe item could be appraised to know the value in gold pieces of the item. So you know an item could have a good potential, but you don't know if it's positive or negative. There would be no way to know if an item is cursed in the game besides trying it.
F. Curse triggers: The item is a regular enchanted item until a specific trigger makes the item flip and become a cursed item. It could optionally unequipable once the trigger is set.
Any other suggestions?
Is any idea above interesting?
After some discussion on board game geek, it seems that what should be retained is easy unequip + drawbacks + random drawbacks. This creates interesting choices of equipping an item with more power, but with a drawback.
Else, having unidentified items, and hidden cursed items, increases the administrative tasks required to handle cursed items. Doing easy battles, quarantining objects, etc. It's not necessarily fun.