Alzrius
The EN World kitten
Pretty much it does. I'll spell it out: near everything existing in the world has a market associated with it, even poisons, trash and nuclear waste. I can go to Mexico City and buy mosquito eggs to eat. Herring sperm- at least at one point in time- was the primary source of ingredients used to make the drug AZT. Given time, if something exists, there will be some kind of commerce associated with it. The Pinto was just an example.
Which is a nice theory, but if you can't ever find anyone who agrees with the market value you find in something, then the practical impact of that value is nil. It's a theory that never becomes a reality, and so Otis the farmer can't ever sell that robe, no matter that someone somewhere might want to buy it.
And
And
No, that doesn't jibe with the definition of "plausible." If the only person who believes what is being said (the GM), then the audience does not find it plausible.
Yes, that's the very definition of plausible, since the players also agree with it (hence why they're the players).
You're asking us to believe that a fundamental rule of economics is being globally violated throughout your campaign world. It is incumbent upon you to make it believable. You have not.
Incorrect. It's more correct to say that the theory of economics you've laid down is still technically true, but is facing such mitigating factors that it has no practical application in this particular area, due to whatever reasons the GM has laid down. That satisfies the burden of proof, unless you can raise some cogent objections to the reasons that the GM has given; to date, you have failed to do so.
Illegality is insufficient. Rarity- even uniqueness- is insufficient.
Incorrect, as stated before. If you can't find a buyer, then your item has no practical value (insofar as monetary worth is concerned), regardless of its theoretical market value.
Even before the advent of computers, steam engines and the rise of gunpowder, fortunes were being made finding, transporting & selling incredibly rare things all over Africa and the Eurasian landmass. There was even trade in magic items and religious artifacts.
Note the lack of factors preventing those things from being marketed. Add such preventative factors, and that won't be the case any more.
Some of that trade was pure fraud (as in, the seller was knowingly making false claims about the nature and origins ofwhat he was selling), but nonetheless, there was a thriving trade in everything from love potions to relics of the saints to pieces of the One True Cross. And actually, that fraud, in a very real sense, helped build the market. It satisfied the demand that wasn't being met by the "real" stuff.
That's a nice historical context that doesn't apply to a world with magic, monsters, and interventionist deities.
(And that's all without having people capable of scanning the world and teleporting themselves and others to go get them.)
And that's another presumption about what magic is available, how easy it is to use, etc. If you can make presumptions in favor of how you think the game world should operate, why can other people not make presumptions the opposite way?
Fair point conceded.
Thank you kindly.

If there is only one legend of a magic robe being told in an area, and its about a cursed robe, yeah. If there are any positive legends, eventually, you'll find a buyer.
(FWIW, I haven't seen that movie. )
The positive legend alone won't be enough, but that's beside the point. If we can see a situation where selling something isn't possible due to a certain set of circumstances, that's pretty much what I'm talking about in a nutshell.
And on a side-note, I wouldn't go see the movie just for that. It really wasn't that good.
See above. There was a thriving real world trade in magic items that didn't even exist. Much easier for one to arise when there are magic items that actually work.
How easy something is is presumptive. See below for more on this.
What practical reasons have you presented?
You mean leaving aside the aforementioned saga of Otis the farmer? There were also the examples based on unaffordable pricing, though I'll admit that those were based on the idea of market prices being absolute. Or the idea that people simply don't want an item(s) enough (e.g. negative legends) to render such sales impractical for the immediate area (how far that extends is also up to the GM).
This is without even getting into so many other ideas that are fairly easy to come up with. An Island of Terror in Ravenloft that has no foreign trade, and no spellcasters that can make magic items. A city-state in Dark Sun, where all magic items are contraband that are confiscated for the sorcerer-king and his templars. The list goes on and on.
None of these violate the idea of economic principles you keep restating; they simply point out that local conditions (and how "local" those are can vary from a town to a world, or beyond) can suppress actual activity in that sector to virtually nil, for any amount of time.
Again, your assertions that something is plausible does not make it so.
It doesn't make it not so, either. Plausibility is subjective to each individual.
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