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Buying magic items vs. finding magic items
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<blockquote data-quote="Alzrius" data-source="post: 6155352" data-attributes="member: 8461"><p>Which is a nice theory, but if you can't ever find anyone who agrees with the market value you find in something, then the practical impact of that value is nil. It's a theory that never becomes a reality, and so Otis the farmer can't ever sell that robe, no matter that someone somewhere might want to buy it.</p><p></p><p></p><p></p><p>Yes, that's the very definition of plausible, since the players also agree with it (hence why they're the players).</p><p></p><p></p><p></p><p>Incorrect. It's more correct to say that the theory of economics you've laid down is still technically true, but is facing such mitigating factors that it has no practical application in this particular area, due to whatever reasons the GM has laid down. That satisfies the burden of proof, unless you can raise some cogent objections to the reasons that the GM has given; to date, you have failed to do so.</p><p></p><p></p><p></p><p>Incorrect, as stated before. If you can't find a buyer, then your item has no practical value (insofar as monetary worth is concerned), regardless of its theoretical market value.</p><p></p><p></p><p></p><p>Note the lack of factors preventing those things from being marketed. Add such preventative factors, and that won't be the case any more.</p><p></p><p></p><p></p><p>That's a nice historical context that doesn't apply to a world with magic, monsters, and interventionist deities.</p><p></p><p></p><p></p><p>And that's another presumption about what magic is available, how easy it is to use, etc. If you can make presumptions in favor of how you think the game world should operate, why can other people not make presumptions the opposite way?</p><p></p><p></p><p></p><p>Thank you kindly. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>The positive legend alone won't be enough, but that's beside the point. If we can see a situation where selling something isn't possible due to a certain set of circumstances, that's pretty much what I'm talking about in a nutshell.</p><p></p><p>And on a side-note, I wouldn't go see the movie just for that. It really wasn't that good.</p><p></p><p></p><p></p><p>How easy something is is presumptive. See below for more on this.</p><p></p><p></p><p></p><p>You mean leaving aside the aforementioned saga of Otis the farmer? There were also the examples based on unaffordable pricing, though I'll admit that those were based on the idea of market prices being absolute. Or the idea that people simply don't want an item(s) enough (e.g. negative legends) to render such sales impractical for the immediate area (how far that extends is also up to the GM).</p><p></p><p>This is without even getting into so many other ideas that are fairly easy to come up with. An Island of Terror in Ravenloft that has no foreign trade, and no spellcasters that can make magic items. A city-state in Dark Sun, where all magic items are contraband that are confiscated for the sorcerer-king and his templars. The list goes on and on.</p><p></p><p>None of these violate the idea of economic principles you keep restating; they simply point out that local conditions (and how "local" those are can vary from a town to a world, or beyond) can suppress actual <em>activity</em> in that sector to virtually nil, for any amount of time.</p><p></p><p></p><p></p><p>It doesn't make it not so, either. Plausibility is subjective to each individual.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6155352, member: 8461"] Which is a nice theory, but if you can't ever find anyone who agrees with the market value you find in something, then the practical impact of that value is nil. It's a theory that never becomes a reality, and so Otis the farmer can't ever sell that robe, no matter that someone somewhere might want to buy it. Yes, that's the very definition of plausible, since the players also agree with it (hence why they're the players). Incorrect. It's more correct to say that the theory of economics you've laid down is still technically true, but is facing such mitigating factors that it has no practical application in this particular area, due to whatever reasons the GM has laid down. That satisfies the burden of proof, unless you can raise some cogent objections to the reasons that the GM has given; to date, you have failed to do so. Incorrect, as stated before. If you can't find a buyer, then your item has no practical value (insofar as monetary worth is concerned), regardless of its theoretical market value. Note the lack of factors preventing those things from being marketed. Add such preventative factors, and that won't be the case any more. That's a nice historical context that doesn't apply to a world with magic, monsters, and interventionist deities. And that's another presumption about what magic is available, how easy it is to use, etc. If you can make presumptions in favor of how you think the game world should operate, why can other people not make presumptions the opposite way? Thank you kindly. :) The positive legend alone won't be enough, but that's beside the point. If we can see a situation where selling something isn't possible due to a certain set of circumstances, that's pretty much what I'm talking about in a nutshell. And on a side-note, I wouldn't go see the movie just for that. It really wasn't that good. How easy something is is presumptive. See below for more on this. You mean leaving aside the aforementioned saga of Otis the farmer? There were also the examples based on unaffordable pricing, though I'll admit that those were based on the idea of market prices being absolute. Or the idea that people simply don't want an item(s) enough (e.g. negative legends) to render such sales impractical for the immediate area (how far that extends is also up to the GM). This is without even getting into so many other ideas that are fairly easy to come up with. An Island of Terror in Ravenloft that has no foreign trade, and no spellcasters that can make magic items. A city-state in Dark Sun, where all magic items are contraband that are confiscated for the sorcerer-king and his templars. The list goes on and on. None of these violate the idea of economic principles you keep restating; they simply point out that local conditions (and how "local" those are can vary from a town to a world, or beyond) can suppress actual [i]activity[/i] in that sector to virtually nil, for any amount of time. It doesn't make it not so, either. Plausibility is subjective to each individual. [/QUOTE]
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