Alzrius
The EN World kitten
You clearly misunderstand what is meant by a variable. Here, it meant "any magic item the DM includes in his campaign." We don't know which one, but we know that there is one. It is, therefore, a variable.
Or, you know, I was joking. Hence the smilie.
You don't need a distinct "magic item market" for there to be active commerce in magic items.
Fair enough, but you can say that such commerce is so small as to be virtually (or actually) non-existent. As I said, one person who once sold a magic item, unto itself, does not an industry make.
Even if someone can't get the DMG value for a given magic item, that item will nonetheless have a value within the market by virtue of its intrinsic properties. Nearly anything magical in D&D is extremely well made and hard to destroy- with obvious exceptions like potions, which are destroyed by use or scrolls, etc.). By virtue of those properties alone, even if one cannot discern its actual powers, a magic item will command a greater price than mundane items of the same kind.
The idea that magic items are necessarily more valuable than mundane items of the same type is easy enough to disprove via cursed items; there are different kinds of curses, no doubt, but one that's cursed to kill whomever pays for it won't carry much market value. Hence another reason why magic items wouldn't be easily bought and sold: they're feared.
But again, this is getting away from my larger point: that any such isolated transactions don't rise to the level of commercial activity to the point where it becomes a game-play issue in the course of the campaign. You can plausibly have a campaign where the PCs can't simply buy or sell magic items, except under circumstances that are so rare as to be almost unique.
So, Otis the Farmer who found a magic robe while plowing his field- it was once the site of a great battle- may well sell it for farming supplies, tools, or food, never knowing anything else about it beyond the fact that it is clearly magic in some way. (Despite seeming flimsy, it resists damage better than his work clothes.) He won't get full price for it, but he will get what to him would be a goodly sum.
Otis is never going to know that the robe was magical in the first place. He's also going to have a hard time selling it when people think that it's a robe of powerlessness. Assuming he can sell it at all, it won't be for very much because everyone in his village is dirt poor, and the rich people are so far away that he'd have to essentially abandon his farm just to go there and try to sell it to them, having no idea how much he'd get for it if they were even willing to buy it.
The resale market in magic items will function like any other, and the durability of magic items will make them sellable even without proper identification.
I disagree, since it's fairly easy to come up with plausible rationalizations why that isn't so.
Umbran said:You keep using that word "industry". Can you find anywhere someone other than you has used it to describe the market? Because, again, I'm thinking this is another aspect of straw-man, arguing against a thing that nobody else is arguing for.
How about you, in your very next paragraph ("...maybe it is more a cottage industry.").

Leaving aside the irony in that you've incorrectly defined what a straw man fallacy is (hint: it's misrepresenting your opponent's position, not arguing against something that isn't being debated), you're engaging in the very straw man tactics that you're decrying here, as you keep trying to incorrectly redefine what I'm talking about.
I've been saying all along that the "magic item economy" can be easily rationalized out of existence by a canny GM, without necessarily destroying the underlying logic of the campaign. Your responses have varied wildly from real-world economic theory to strict interpretations of the game rules to throwing around accusations of fallacies, all to say that no campaign could possibly not have a magic item economy. The latest attempt being trying to define what the "economy" constitutes (e.g. "it's not brick and mortar!" when I haven't said that it is, save for examples. Or "all we need are buyers and sellers" when I've said I'm talking about industry).
None of these are particularly convincing arguments, since they're avoiding the issue rather than engaging with it. Admittedly, you did have one good post where you kept asking leading questions about why something in a campaign must be so, but when I pointed out that you were supporting my point of view, you hand-waved that away by saying that "it constraints the campaign in other ways," without defining what those other ways were (or why that's a bad thing).
Overall, if I'm not arguing against what you are, it's because your position keeps shifting.
For what Danny and I are talking about, I think all we (and the DMG guidelines) need are buyers and sellers. Organize them as you wish. Maybe there's an industry. Maybe it is more a cottage industry. Maybe it is just folks who have items that they'd be willing to sell if you asked them. Or, (*gasp!*) maybe it varies. You know, where the purchase price is near the local GP cap, you're looking for the guy who has an heirloom. When the cap is much higher than the price, you might well see folks trying to make a living producing and selling them. That would make far more sense to me than flat "no market or industry".
Or (REPEAT-, er, *gasp!*) maybe it varies to the point of not being available for perfectly explicable reasons! It's entirely plausible that there are no buyers and sellers, for reasons outlined above or (*gasp!*) any other reason the GM wants! You're listing lots of reasons why the situation in the game world is such that it supports the end you're trying to achieve (e.g. the buying and selling of magic items), so why can't reasons be invented so that a different situation can be achieved (e.g. no buying and selling of magic items)?
So far, you haven't answered this question beyond "I don't think it's logical" - which is not only meaningless in a fantasy game where everything is subjective, but comes across as "because I don't like it."