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How different PC motivations support sandbox and campaign play
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<blockquote data-quote="Bedrockgames" data-source="post: 7439972" data-attributes="member: 85555"><p>My experience is few players pay much attention to economic forces in a campaign setting. 3E really dug into the economic stuff, but it always felt kind of weird for me to apply what felt like market economic forces to medieval fantasy. Still if you want magic item shops, they are easy to justify. If you don't want them, they are equally easy to justify. I think you can get overly pedantic about expecting explanations on either front though. A good reason not to have magic item shops is powerful governments and institutions could try to control who has them. You could have something like the state monopoly on salt in ancient China for example, just applied to magic items. They'd likely still be available on the black market, but that would easy explain why you don't have magic shops all over the place (because they are illegal). You could still have state owned magic shops if you wanted, but you could also just as easily say the Empire has decided to horde all magic items to itself and restrict sale to certain elites during very specific times of year. </p><p></p><p>I used to be very interested in the economic stuff as a GM. These days, I am much more interested in characters and organizations. Same for when I am playing. I really don't care now about those kinds of details, and if a player gets bent out of shape because the GM doesn't handle them to his or her liking, but everyone else is having a good time, I tend to get annoyed at that player.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7439972, member: 85555"] My experience is few players pay much attention to economic forces in a campaign setting. 3E really dug into the economic stuff, but it always felt kind of weird for me to apply what felt like market economic forces to medieval fantasy. Still if you want magic item shops, they are easy to justify. If you don't want them, they are equally easy to justify. I think you can get overly pedantic about expecting explanations on either front though. A good reason not to have magic item shops is powerful governments and institutions could try to control who has them. You could have something like the state monopoly on salt in ancient China for example, just applied to magic items. They'd likely still be available on the black market, but that would easy explain why you don't have magic shops all over the place (because they are illegal). You could still have state owned magic shops if you wanted, but you could also just as easily say the Empire has decided to horde all magic items to itself and restrict sale to certain elites during very specific times of year. I used to be very interested in the economic stuff as a GM. These days, I am much more interested in characters and organizations. Same for when I am playing. I really don't care now about those kinds of details, and if a player gets bent out of shape because the GM doesn't handle them to his or her liking, but everyone else is having a good time, I tend to get annoyed at that player. [/QUOTE]
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