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Excerpt: Economies [merged]
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<blockquote data-quote="Ximenes088" data-source="post: 4225469" data-attributes="member: 59899"><p>And here, you automatically win your point. I believe it is completely and utterly predictable for a lord to forbid the magic item trade within his city without extortionate taxes. You find such taxes totally implausible. When you get to decide how your world operates, I'm not going to be able to prove you incorrect in it.</p><p></p><p>Again, if you get to determine the parameters of the world, you're going to win this dispute. If you really do feel it's advantageous to let your PCs trade in their magic items for 50% or better, then you can justify it perfectly by the terms you've given. If there's a wide market, no market barriers, minimal risk of theft, and high demand for magical items, then you're completely correct- it makes no sense to sell at a fifth of an item's creation price.</p><p></p><p>But by the same token, I do not feel that you should be terribly surprised if other DMs prefer to let their worlds follow the default model and supply whatever facts of life are necessary to make that model plausible to them and their PCs. It's not implausible that markets would be few, buyers few, barriers to entry high, and taxes extortionate. These are completely reasonable things the DM can declare to make any price he cares be plausible.</p><p></p><p>It seems to me that you're arguing past the point. I and others like me prefer the 20% sale price and 100%+ buy price. I like that it maps neatly onto power scales and encourages PCs to hold on to their magic items. As a demiurge, I can easily explain why these prices are plausible in my world, and I can do so in a way which is no more injurious to realism than any other explanation. The "it's unrealistic" argument does not work when you're talking to the makers of worlds containing fire-breathing dragons and teleportation. If you're going to persuade people to change the default world, you have to show that a different model is better for the <em>game</em>.</p></blockquote><p></p>
[QUOTE="Ximenes088, post: 4225469, member: 59899"] And here, you automatically win your point. I believe it is completely and utterly predictable for a lord to forbid the magic item trade within his city without extortionate taxes. You find such taxes totally implausible. When you get to decide how your world operates, I'm not going to be able to prove you incorrect in it. Again, if you get to determine the parameters of the world, you're going to win this dispute. If you really do feel it's advantageous to let your PCs trade in their magic items for 50% or better, then you can justify it perfectly by the terms you've given. If there's a wide market, no market barriers, minimal risk of theft, and high demand for magical items, then you're completely correct- it makes no sense to sell at a fifth of an item's creation price. But by the same token, I do not feel that you should be terribly surprised if other DMs prefer to let their worlds follow the default model and supply whatever facts of life are necessary to make that model plausible to them and their PCs. It's not implausible that markets would be few, buyers few, barriers to entry high, and taxes extortionate. These are completely reasonable things the DM can declare to make any price he cares be plausible. It seems to me that you're arguing past the point. I and others like me prefer the 20% sale price and 100%+ buy price. I like that it maps neatly onto power scales and encourages PCs to hold on to their magic items. As a demiurge, I can easily explain why these prices are plausible in my world, and I can do so in a way which is no more injurious to realism than any other explanation. The "it's unrealistic" argument does not work when you're talking to the makers of worlds containing fire-breathing dragons and teleportation. If you're going to persuade people to change the default world, you have to show that a different model is better for the [I]game[/I]. [/QUOTE]
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