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Buying magic items vs. finding magic items
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<blockquote data-quote="Alzrius" data-source="post: 6155346" data-attributes="member: 8461"><p>Well, the argument about outfitting the army with <em>+1 longswords</em> wasn't that small-scale, but leaving that aside, this gets into questions of how large a scale constitutes an "industry." I'm arguing against most of the examples posted, mostly because they seem to be arguing against the idea that there was any set of assumptions that could be made that could plausibly result in there not even being viable small-scale scenarios, but also because such scenarios seemed to create a "slippery slope" so as to encourage "well an industry that's this small could work, why couldn't it a little bigger...or a lot bigger?" type of escalation.</p><p></p><p></p><p></p><p>Nobody is questioning that desires/ideas for supply and demand exist, just that they can be met to a degree that makes them at all feasible.</p><p></p><p></p><p></p><p>That's a false analogy. Magic shops in the real world are understood to not be dealing in "real" magic, but sleight of hand and other bits of legerdemain for entertainment purposes. If people wanted to set up some sort of non-magical market to fill a demand, that's something else again.</p><p></p><p></p><p></p><p>Someone might be motivated to find a way to create a supply more cheaply, but that doesn't mean that they'll succeed. Principles alone do not mean that the practical actualization of them will ever occur. A high enough demand is not, unto itself, a guarantee that eventually the supply for it will be made to exist.</p><p></p><p></p><p></p><p>Again, that's not being debated. What's being debated is that you can put one of those variables at 0, meaning that while the market desire may be there, that won't translate into any practical impact.</p><p></p><p></p><p></p><p>This isn't an issue of the feasibility of the magic item ecnomy/industry, however. That's simply a question of player-GM expectations (and personal opinions on what's "rational," who should compromise, etc.) that are part and parcel of playing in a shared fantasy game world.</p><p></p><p></p><p></p><p>It's not a question of expertise, because the GM isn't making any misconceptions. He's simply changing the underlying assumptions, and explaining why he's done so. There's no loss of face involved if someone else doesn't necessarily agree with that. The GM is right because it's not an issue of economic viability - it's an issue of personal opinion on subjective fantasy.</p><p></p><p></p><p></p><p>That's your prerogative, but it's the GMs prerogative to say that it's so difficult that it might as well be impossible.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6155346, member: 8461"] Well, the argument about outfitting the army with [i]+1 longswords[/i] wasn't that small-scale, but leaving that aside, this gets into questions of how large a scale constitutes an "industry." I'm arguing against most of the examples posted, mostly because they seem to be arguing against the idea that there was any set of assumptions that could be made that could plausibly result in there not even being viable small-scale scenarios, but also because such scenarios seemed to create a "slippery slope" so as to encourage "well an industry that's this small could work, why couldn't it a little bigger...or a lot bigger?" type of escalation. Nobody is questioning that desires/ideas for supply and demand exist, just that they can be met to a degree that makes them at all feasible. That's a false analogy. Magic shops in the real world are understood to not be dealing in "real" magic, but sleight of hand and other bits of legerdemain for entertainment purposes. If people wanted to set up some sort of non-magical market to fill a demand, that's something else again. Someone might be motivated to find a way to create a supply more cheaply, but that doesn't mean that they'll succeed. Principles alone do not mean that the practical actualization of them will ever occur. A high enough demand is not, unto itself, a guarantee that eventually the supply for it will be made to exist. Again, that's not being debated. What's being debated is that you can put one of those variables at 0, meaning that while the market desire may be there, that won't translate into any practical impact. This isn't an issue of the feasibility of the magic item ecnomy/industry, however. That's simply a question of player-GM expectations (and personal opinions on what's "rational," who should compromise, etc.) that are part and parcel of playing in a shared fantasy game world. It's not a question of expertise, because the GM isn't making any misconceptions. He's simply changing the underlying assumptions, and explaining why he's done so. There's no loss of face involved if someone else doesn't necessarily agree with that. The GM is right because it's not an issue of economic viability - it's an issue of personal opinion on subjective fantasy. That's your prerogative, but it's the GMs prerogative to say that it's so difficult that it might as well be impossible. [/QUOTE]
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