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Buying magic items vs. finding magic items
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<blockquote data-quote="Alzrius" data-source="post: 6155628" data-attributes="member: 8461"><p>Neither of which are implausible assumptions (particular since that degree of "sophistication" to identify it would likely require some spellcasting ability), particularly if looked at only during a particular snapshot (e.g. "the present"). There's no requirement that either of these things be present (to say nothing of the fact that even if both of these things are true, that doesn't mean that such a person would ever have cause to identify the item anyway).</p><p></p><p></p><p></p><p>Or it might not have any particular (positive) legends associated with it. You've already acknowledged that this could possibly be the case, which sort of proves my point - that there are some assumptions that can be reasonably made that would defeat a magic item having marketability for its magical nature/properties.</p><p></p><p></p><p></p><p>Indeed it does; see above.</p><p></p><p></p><p></p><p>That does meet the larger burden of proof - I'm demonstrating that the burden of proof can be easily met by imagining anything that's specifically designed to meet it.</p><p></p><p></p><p></p><p>Whether or not it falls short is a matter of opinion, as using the "it's magic" reason can be indirectly applied rather than directly applied (e.g. there is no magic item industry because of X, which is because of Y, which is because of Z, which is because of "it's magic").</p><p></p><p></p><p></p><p>Again, this ignores the host of practical barriers that can be thrown up to thwart this theoretical presumption. For example, the seller might not be able to get elsewhere to begin with.</p><p></p><p></p><p></p><p>Incorrect. As previously noted, there can be a host of various factors (which need not be magical) working to make the practical production/purchase/sale of something unfeasible - at least in a certain time and place - which can have various fantastic reasons propping them up, either directly or indirectly.</p><p></p><p></p><p></p><p>This question is improperly based on the premise that a real-world example (or lack thereof) somehow proves anything related to a game world. This is inherently fallacious reasoning.</p><p></p><p></p><p></p><p>If you can't sell something, then it's practical value is nil, regardless of its potential market value. Again, having sound theory is no good if it can't be actualized.</p><p></p><p></p><p></p><p>Any of the reasons I've previously listed, for example. A populace (of any size) that universally doesn't want said item, restrictions on foreign trade (from political to magical), an ability for authorities to confiscate those items without fail, etc.</p><p></p><p></p><p></p><p>So your answer to the GM saying that a small thorp of people are too superstitious to buy something magical is "you're wrong?" That you know what his NPCs would do better than he does? In that case, you're not talking about psychology, save for the psychology of being something of a control freak in someone else's game.</p><p></p><p></p><p></p><p>See above. Run your own character and let the GM run the NPCs.</p><p></p><p></p><p></p><p>No, there isn't. Such things are a matter of opinion, and as such can't be called inherently (that is, objectively) wrong.</p><p></p><p></p><p></p><p>No, you didn't. You admit that there's no particular guarantee that the item will be identified as magical (since that requires special abilities, e.g. <em>detect magic</em>), and so until such a time does come - which you admit it might not - its magical nature remains, insofar as its economic marketability is concerned, a non-factor. In essence, you're relegating the item to non-magical status.</p><p></p><p></p><p></p><p>Leaving aside that X stands for anything fantastic (e.g. gods, monsters, etc.) and not just magic, magic is not "rule breaking" in any sense other than the fact that it means things don't have to conform to how they are in the real world. That said, it's not necessary to change things, even drastically, and still have them make sense. You can just shrink the time and place being looked at enough, and throw enough mitigating factors onto it, and it will be true (see Otis for more on this).</p><p></p><p></p><p></p><p>Incorrect. It simply requires greater information and projection of power than the people defying them can defeat/resist/escape.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6155628, member: 8461"] Neither of which are implausible assumptions (particular since that degree of "sophistication" to identify it would likely require some spellcasting ability), particularly if looked at only during a particular snapshot (e.g. "the present"). There's no requirement that either of these things be present (to say nothing of the fact that even if both of these things are true, that doesn't mean that such a person would ever have cause to identify the item anyway). Or it might not have any particular (positive) legends associated with it. You've already acknowledged that this could possibly be the case, which sort of proves my point - that there are some assumptions that can be reasonably made that would defeat a magic item having marketability for its magical nature/properties. Indeed it does; see above. That does meet the larger burden of proof - I'm demonstrating that the burden of proof can be easily met by imagining anything that's specifically designed to meet it. Whether or not it falls short is a matter of opinion, as using the "it's magic" reason can be indirectly applied rather than directly applied (e.g. there is no magic item industry because of X, which is because of Y, which is because of Z, which is because of "it's magic"). Again, this ignores the host of practical barriers that can be thrown up to thwart this theoretical presumption. For example, the seller might not be able to get elsewhere to begin with. Incorrect. As previously noted, there can be a host of various factors (which need not be magical) working to make the practical production/purchase/sale of something unfeasible - at least in a certain time and place - which can have various fantastic reasons propping them up, either directly or indirectly. This question is improperly based on the premise that a real-world example (or lack thereof) somehow proves anything related to a game world. This is inherently fallacious reasoning. If you can't sell something, then it's practical value is nil, regardless of its potential market value. Again, having sound theory is no good if it can't be actualized. Any of the reasons I've previously listed, for example. A populace (of any size) that universally doesn't want said item, restrictions on foreign trade (from political to magical), an ability for authorities to confiscate those items without fail, etc. So your answer to the GM saying that a small thorp of people are too superstitious to buy something magical is "you're wrong?" That you know what his NPCs would do better than he does? In that case, you're not talking about psychology, save for the psychology of being something of a control freak in someone else's game. See above. Run your own character and let the GM run the NPCs. No, there isn't. Such things are a matter of opinion, and as such can't be called inherently (that is, objectively) wrong. No, you didn't. You admit that there's no particular guarantee that the item will be identified as magical (since that requires special abilities, e.g. [i]detect magic[/i]), and so until such a time does come - which you admit it might not - its magical nature remains, insofar as its economic marketability is concerned, a non-factor. In essence, you're relegating the item to non-magical status. Leaving aside that X stands for anything fantastic (e.g. gods, monsters, etc.) and not just magic, magic is not "rule breaking" in any sense other than the fact that it means things don't have to conform to how they are in the real world. That said, it's not necessary to change things, even drastically, and still have them make sense. You can just shrink the time and place being looked at enough, and throw enough mitigating factors onto it, and it will be true (see Otis for more on this). Incorrect. It simply requires greater information and projection of power than the people defying them can defeat/resist/escape. [/QUOTE]
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