JohnSnow
Hero
Hussar said:To me, consistency is the goal. If the setting is inconsistent, ie. allows for the sale but not the purchase of magic items, then it is not consistent. There's a giant gaping hole there that needs to be explained and not hand waved.
What you see as making a setting slave to the rules, I see as actually examining how those rules interact with the setting. By ignoring or handwaving that interaction, you create a setting which has glaring inconsistencies. You can either change the RAW, which is perfectly acceptable since that changed RAW becomes the new RAW for that setting, or you can change the setting to conform to the RAW.
However, ignoring the issue doesn't make it go away.
Fair enough. This is where I agree with you completely. I think the setting should be internally consistent. I don't really think we're after settings that are self-reflective so much as settings that actually consider their implications. That's definitely a good thing (TM) and reflects a more "mature" (or, put another way, well thought out) approach to setting design.
Where I (and Raven Crowking, I think) disagree is the notion that substantial amounts of that can't be fixed without changing anything about the RAW except for societal attitudes about magic, which, while hinted at in the RAW, are not explicitly stated.
You are correct that a world that never developed any societies that exploit magic is not consistent with the RAW. And I firmly believe that it's much easier to provide a setting with less ubiquitous magic by altering the Core Rules of D&D. Either substantially so (such as by using a variant PHB, like Iron Heroes) or more subtly. Altering the mechanics of magic IS the most important change if you want internal consistency.
And I agree that a setting with consistent rules is a good thing. Some times, the changes can be done subtly, whereas other times, more drastic measures are necessary. It how depends on how much you have to change, and what other assumptions, outside the RAW, you use in your setting design.
My two cents.