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Does your campaign have magic shops?
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<blockquote data-quote="Roman" data-source="post: 1827300" data-attributes="member: 1845"><p>Yes, I would say so if by low magic you mean rare magic (which has nothing to do with how powerful magic that does exist is). </p><p></p><p></p><p></p><p>In that case, why not consider making magical items somehow emotionally important to their creators? The sacrifice of XP to create them could be interpreted as themselves pouring parts of their souls to empower the magic item in question. This makes the creators emotionally attached to their creations which means they would only be willing to give them away to those whose friendship/love/sacrifice or whatever would generate a suitably high emotional response in the maker to enable him to overcome the bond with his creations and even then he would be reluctant to give them away.</p><p></p><p>But there is more that could go against 'magic shops'. Most reasoning in favour of 'magic shops' is based on market economics. Now, I am sure some campaigns might run their economics this way but I have a newsflash - market economics are not the only economic system! If you wanted, in a high magic world, you could have all magic controlled by the state with compliance being monitored through magical means. Magical items loaned on missions could be required to have magical activation by state authorities... The possibilities are endless if you don't want magic shops in a high magic society. More traditionally, most campaigns tend to have a feudal socio-economic order. This again is not the same as market economics and much of the market logic does not apply here...</p></blockquote><p></p>
[QUOTE="Roman, post: 1827300, member: 1845"] Yes, I would say so if by low magic you mean rare magic (which has nothing to do with how powerful magic that does exist is). In that case, why not consider making magical items somehow emotionally important to their creators? The sacrifice of XP to create them could be interpreted as themselves pouring parts of their souls to empower the magic item in question. This makes the creators emotionally attached to their creations which means they would only be willing to give them away to those whose friendship/love/sacrifice or whatever would generate a suitably high emotional response in the maker to enable him to overcome the bond with his creations and even then he would be reluctant to give them away. But there is more that could go against 'magic shops'. Most reasoning in favour of 'magic shops' is based on market economics. Now, I am sure some campaigns might run their economics this way but I have a newsflash - market economics are not the only economic system! If you wanted, in a high magic world, you could have all magic controlled by the state with compliance being monitored through magical means. Magical items loaned on missions could be required to have magical activation by state authorities... The possibilities are endless if you don't want magic shops in a high magic society. More traditionally, most campaigns tend to have a feudal socio-economic order. This again is not the same as market economics and much of the market logic does not apply here... [/QUOTE]
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