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Buying magic items vs. finding magic items
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<blockquote data-quote="Alzrius" data-source="post: 6155477" data-attributes="member: 8461"><p>Which effectively takes it out of the realm of this particular discussion, since if it's being sold as a non-magical robe in a market for non-magical robes, then it is - insofar as the discussion of its economic marketability is concerned - not magical.</p><p></p><p></p><p></p><p>That's adding a new layer to the aforementioned dynamic of Otis though, since he's not going to find someone to appraise it, nor will he be able to sell it in the only market that he can feasibly interact with.</p><p></p><p></p><p></p><p>One should hope that your GM is good at GMing.</p><p></p><p></p><p></p><p>Incorrect. I've already satisfied the burden of explanation, which means that you need to show why it wouldn't be plausible. You have yet to accomplish this, since there's no real claim you can make that goes beyond "well it doesn't sound plausible to me," which shows nothing other than that people have different opinions.</p><p></p><p></p><p></p><p>This makes the fairly large presumption that just because something is true in real-world history, then it must follow in a fantasy world. Therein lies your error.</p><p></p><p></p><p></p><p>Once you admit that it's impossible, that does by definition end the story, at least until you have some reason for changing the baseline assumption for why it's impossible (which can be anything from "going somewhere else" to "overthrowing the gods").</p><p></p><p></p><p></p><p>If they can't get elsewhere, they won't be satisfied (presuming that somewhere else even offers satisfaction).</p><p></p><p></p><p></p><p>Which is sort of the point - the example you listed works because it has no preventative factors that stop it from working. If you add a plausible reason that such trade wouldn't have worked, then the example falls apart. That's the joy of a fantasy world - you can add such preventative measures as you like, and they're easy to explain.</p><p></p><p></p><p></p><p>You still focus on the idea that all such trade has to be stopped world-wide. It's entirely possible to depress trade to a near-total degree (e.g. 99.99%, for those fluke transactions that are so minimal as to not be anything but unique occurrences) in areas that are smaller (or larger) than a world.</p><p></p><p></p><p></p><p>Which is a large part of your error right there. Every game world is unique, mostly because the GMs make them unique. That's the crux of what I've been talking about this entire time. If part of that uniqueness is that magic items are not commodities, that's just as valid as any other aspect of a campaign setting.</p><p></p><p></p><p></p><p>Or, instead of just removing things that abet trade, you can add things that inhibit it.</p><p></p><p></p><p></p><p>Which, again, is a nice bit of real world information that is largely checked at the door when sitting down to run a game world where the NPCs do what the GM and the dice want them to do. If he says that the people of that particular country are exceptionally backward and superstitious about something, then they are.</p><p></p><p></p><p></p><p>See above; I'm presuming a GM that's creating a campaign where magic items aren't commodities, and saying that there's nothing inherently flawed with that.</p><p></p><p></p><p></p><p>The fact that you're not dealing with the item being magic in any tangible aspect was also dealt with above; this doesn't invalidate the premise of magic items not being for sale to any measurable degree as a market force.</p><p></p><p></p><p></p><p>Right, which is sort of the point. Any aspect of the game world can be "because X makes it so."</p><p></p><p></p><p></p><p>Or it does eliminate it, because the controlling forces are actually that good at controlling them.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6155477, member: 8461"] Which effectively takes it out of the realm of this particular discussion, since if it's being sold as a non-magical robe in a market for non-magical robes, then it is - insofar as the discussion of its economic marketability is concerned - not magical. That's adding a new layer to the aforementioned dynamic of Otis though, since he's not going to find someone to appraise it, nor will he be able to sell it in the only market that he can feasibly interact with. One should hope that your GM is good at GMing. Incorrect. I've already satisfied the burden of explanation, which means that you need to show why it wouldn't be plausible. You have yet to accomplish this, since there's no real claim you can make that goes beyond "well it doesn't sound plausible to me," which shows nothing other than that people have different opinions. This makes the fairly large presumption that just because something is true in real-world history, then it must follow in a fantasy world. Therein lies your error. Once you admit that it's impossible, that does by definition end the story, at least until you have some reason for changing the baseline assumption for why it's impossible (which can be anything from "going somewhere else" to "overthrowing the gods"). If they can't get elsewhere, they won't be satisfied (presuming that somewhere else even offers satisfaction). Which is sort of the point - the example you listed works because it has no preventative factors that stop it from working. If you add a plausible reason that such trade wouldn't have worked, then the example falls apart. That's the joy of a fantasy world - you can add such preventative measures as you like, and they're easy to explain. You still focus on the idea that all such trade has to be stopped world-wide. It's entirely possible to depress trade to a near-total degree (e.g. 99.99%, for those fluke transactions that are so minimal as to not be anything but unique occurrences) in areas that are smaller (or larger) than a world. Which is a large part of your error right there. Every game world is unique, mostly because the GMs make them unique. That's the crux of what I've been talking about this entire time. If part of that uniqueness is that magic items are not commodities, that's just as valid as any other aspect of a campaign setting. Or, instead of just removing things that abet trade, you can add things that inhibit it. Which, again, is a nice bit of real world information that is largely checked at the door when sitting down to run a game world where the NPCs do what the GM and the dice want them to do. If he says that the people of that particular country are exceptionally backward and superstitious about something, then they are. See above; I'm presuming a GM that's creating a campaign where magic items aren't commodities, and saying that there's nothing inherently flawed with that. The fact that you're not dealing with the item being magic in any tangible aspect was also dealt with above; this doesn't invalidate the premise of magic items not being for sale to any measurable degree as a market force. Right, which is sort of the point. Any aspect of the game world can be "because X makes it so." Or it does eliminate it, because the controlling forces are actually that good at controlling them. [/QUOTE]
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