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Buying magic items vs. finding magic items
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<blockquote data-quote="Umbran" data-source="post: 6154803" data-attributes="member: 177"><p>You kind of do. You see, the PCs are unlikely to interact directly with the physics of the dragon flying. If the do, it'll be by way of spells or abilities, the effects of which are already defined for them.</p><p></p><p>But, at least in the general sense, PCs are likely to interact with the society of the game world, and they'll want to try to buy and sell things, and you'll need to be able to answer why they can't.</p><p></p><p>If you don't answer the questions for your game, you can (and, given the pleasantly perverse nature of players, probably will) be caught unprepared for reasonable questions. You'll have defined that there's no market for magic items, without really worrying about the implications. Then you'll go and say that the duke is arming up for war, spending thousands and thousands of GP on armor, horses, and all. And the PCs will say, "Well, then maybe we can sell him some of our extra gear!" And you'll answer no, because "there is no market", even when you've just told them of the person with the means and motive to buy! Or, you'll answer "yes", and suddenly discover that you were wrong, and there is a market! And the players will ask why, with all the money that's clearly around, they couldn't buy and sell stuff before, and feel kind of cheated.</p><p></p><p>If you don't think ahead on basic important setting conceits, it is really easy to get caught out in inconsistencies.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6154803, member: 177"] You kind of do. You see, the PCs are unlikely to interact directly with the physics of the dragon flying. If the do, it'll be by way of spells or abilities, the effects of which are already defined for them. But, at least in the general sense, PCs are likely to interact with the society of the game world, and they'll want to try to buy and sell things, and you'll need to be able to answer why they can't. If you don't answer the questions for your game, you can (and, given the pleasantly perverse nature of players, probably will) be caught unprepared for reasonable questions. You'll have defined that there's no market for magic items, without really worrying about the implications. Then you'll go and say that the duke is arming up for war, spending thousands and thousands of GP on armor, horses, and all. And the PCs will say, "Well, then maybe we can sell him some of our extra gear!" And you'll answer no, because "there is no market", even when you've just told them of the person with the means and motive to buy! Or, you'll answer "yes", and suddenly discover that you were wrong, and there is a market! And the players will ask why, with all the money that's clearly around, they couldn't buy and sell stuff before, and feel kind of cheated. If you don't think ahead on basic important setting conceits, it is really easy to get caught out in inconsistencies. [/QUOTE]
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Buying magic items vs. finding magic items
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