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Does your campaign have magic shops?
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<blockquote data-quote="Rel" data-source="post: 1831147" data-attributes="member: 99"><p>Among my favorite quotes from all gamerdom is by Robin Laws who said, "<em>There is only one correct way to play roleplaying games: The way that best suits you and your group of players.</em>"</p><p></p><p>I think that what might be rubbin' some people the wrong way is that they are perceiving you as saying, "If you have Magic Item stores in your campaign then you're doing it wrong." I think they are understanding you to say, "Magic items should be special and mystical and not generally for sale and portraying them as mere comodities is bad gaming." </p><p></p><p>And if that is indeed what you are saying, then it is you who are wrong. Because they are not "doing it wrong" and it is not "bad gaming" if it is what works best for them and their players. Different people and different groups find different aspects of the game to be the ones where they most like to focus.</p><p></p><p>If what you are instead saying is that you prefer that magic items not be for sale on the market in your games for all the reasons that you've stated then that's fine and I don't really see anybody trying to refute that. I think that what folks are dumbfounded by is how difficult it can be to reconcile the rules as written, including the considerable number of spellcasters generated using the guidelines in the DMG, and the availability of Item Creation Feats at relatively low levels, with the idea that some items would not wind up for sale in some format in some locations.</p><p></p><p>Your answer to this dilemma seems to fall along the lines of "well, it just shouldn't be that way". Hence the conflict.</p><p></p><p>I'll also mention that, this being a message board, we are communicating only by the written word. That makes it tremendously difficult for many of us to guess things like "the intent behind your words". As such we are largely left to try our best to understand the litteral meaning of the words you have written. Hence the conflict stretches to Page 7.</p></blockquote><p></p>
[QUOTE="Rel, post: 1831147, member: 99"] Among my favorite quotes from all gamerdom is by Robin Laws who said, "[i]There is only one correct way to play roleplaying games: The way that best suits you and your group of players.[/i]" I think that what might be rubbin' some people the wrong way is that they are perceiving you as saying, "If you have Magic Item stores in your campaign then you're doing it wrong." I think they are understanding you to say, "Magic items should be special and mystical and not generally for sale and portraying them as mere comodities is bad gaming." And if that is indeed what you are saying, then it is you who are wrong. Because they are not "doing it wrong" and it is not "bad gaming" if it is what works best for them and their players. Different people and different groups find different aspects of the game to be the ones where they most like to focus. If what you are instead saying is that you prefer that magic items not be for sale on the market in your games for all the reasons that you've stated then that's fine and I don't really see anybody trying to refute that. I think that what folks are dumbfounded by is how difficult it can be to reconcile the rules as written, including the considerable number of spellcasters generated using the guidelines in the DMG, and the availability of Item Creation Feats at relatively low levels, with the idea that some items would not wind up for sale in some format in some locations. Your answer to this dilemma seems to fall along the lines of "well, it just shouldn't be that way". Hence the conflict. I'll also mention that, this being a message board, we are communicating only by the written word. That makes it tremendously difficult for many of us to guess things like "the intent behind your words". As such we are largely left to try our best to understand the litteral meaning of the words you have written. Hence the conflict stretches to Page 7. [/QUOTE]
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