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How do you handle the "economy killing spells" in your game?
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<blockquote data-quote="Sword of Spirit" data-source="post: 7605399" data-attributes="member: 6677017"><p>Okay, I think one of the issues of this sort of discussion is that we sometimes start from the wrong direction. We look at a spell, and try to work through the ramifications and realize it should create an entirely different world. It doesn't seem like there is any good way around the obvious cause and effect, which leads some people to find the discussion useless for the actual game.</p><p></p><p>This is because we are coming at it from the wrong direction. Instead, we need to start at the end. What do we want the world to look like? Do you want magic to have a major influence on the economy? Do you want it to be something that somehow mostly affects the lives of adventurers instead? Do you have another approach? Whatever your approach is, figure it out before worrying about what the spells and items and such say they do.</p><p></p><p><em>Now</em> you find ways to to explain how the world works the way it does <em>despite</em> the existence of those spells. It's up to you at what point you and your players consider the explanation satisfying, but there is way more possible depth here than just deciding not to think about it at all (which is fine if that's the approach your group wants to take--it's just not the only feasible approach). This is a basic design technique that works just as well here as elsewhere.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7605399, member: 6677017"] Okay, I think one of the issues of this sort of discussion is that we sometimes start from the wrong direction. We look at a spell, and try to work through the ramifications and realize it should create an entirely different world. It doesn't seem like there is any good way around the obvious cause and effect, which leads some people to find the discussion useless for the actual game. This is because we are coming at it from the wrong direction. Instead, we need to start at the end. What do we want the world to look like? Do you want magic to have a major influence on the economy? Do you want it to be something that somehow mostly affects the lives of adventurers instead? Do you have another approach? Whatever your approach is, figure it out before worrying about what the spells and items and such say they do. [I]Now[/I] you find ways to to explain how the world works the way it does [I]despite[/I] the existence of those spells. It's up to you at what point you and your players consider the explanation satisfying, but there is way more possible depth here than just deciding not to think about it at all (which is fine if that's the approach your group wants to take--it's just not the only feasible approach). This is a basic design technique that works just as well here as elsewhere. [/QUOTE]
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How do you handle the "economy killing spells" in your game?
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