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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="thedmstrikes" data-source="post: 9317206" data-attributes="member: 56834"><p>I feel this article is now out of time. As in no longer relevant to modern gaming systems. In early systems, such as 1E/2E, etc., absolutely, the OP has a good point. But what is not addressed at all is the largest change in 3E and later where PCs are given the ability to make their own magic items. This major change has completely revamped how characters are created and managed by their players. No longer are they making generalists that have to make due with the limited items they find along the way, but now they can plan to have the items they specifically want as they go along. A second issue that is not addressed is the impact that computer RPGs has had on how players see magic items (or items in general) bought and sold in such games. These games are often named and use the same rule sets as our favorite RPGs. At this point, it has become accepted practice for players to gather all items from an opposing group, not just the magical or highly valuable ones, for resale later. This plays into the first point where players are now able to repurpose their gold to create the items they want. It seems to be a mini game within the game itself. There are several good ideas already presented by responses on how to address this. But all of them should be influenced by the system, version, and campaign world involved. There cannot be a one size fits all solution to the idea of magic items for sale any more.</p></blockquote><p></p>
[QUOTE="thedmstrikes, post: 9317206, member: 56834"] I feel this article is now out of time. As in no longer relevant to modern gaming systems. In early systems, such as 1E/2E, etc., absolutely, the OP has a good point. But what is not addressed at all is the largest change in 3E and later where PCs are given the ability to make their own magic items. This major change has completely revamped how characters are created and managed by their players. No longer are they making generalists that have to make due with the limited items they find along the way, but now they can plan to have the items they specifically want as they go along. A second issue that is not addressed is the impact that computer RPGs has had on how players see magic items (or items in general) bought and sold in such games. These games are often named and use the same rule sets as our favorite RPGs. At this point, it has become accepted practice for players to gather all items from an opposing group, not just the magical or highly valuable ones, for resale later. This plays into the first point where players are now able to repurpose their gold to create the items they want. It seems to be a mini game within the game itself. There are several good ideas already presented by responses on how to address this. But all of them should be influenced by the system, version, and campaign world involved. There cannot be a one size fits all solution to the idea of magic items for sale any more. [/QUOTE]
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Worlds of Design: The Problem with Magimarts
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