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Has D&D become too...D&Dish?
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<blockquote data-quote="Raven Crowking" data-source="post: 2910785" data-attributes="member: 18280"><p>True. But that doesn't mean that making magic items a valuable commodity should be hard-wired into the game. </p><p></p><p></p><p></p><p>Nah. Any DM worthy of the title can create mystery and a sense of wonder in a setting. I'll go so far as to say that, within Eberron, the presence of magic-as-technology can be used to create a sense of mystery and wonder in much the same way that steamworks in a Victorian setting can be used. In a recent thread, Wizzbang Dustyboots mentioned changing the description of bugbears to owl-headed humanoids for an adventure, so that the creatures would seem like something new and unknown. This has nothing to do with nostalgia; it is a primary component of sense of wonder.</p><p></p><p>Magic shops can certainly work within a world, but they take more work than they are generally given to avoid feeling cheap. In 2e, magic shops were specifically part of the Spelljammer setting, where the authors attempted to interject a sense of the wondrous to them through the creation of the Arcane. The Arcane were also an attempt to deal with the obvious "Why not just steal from the magic shop?" question.</p><p></p><p>Are magic shops against the core ideas of the D&D rules, at least in previous editions? Somebody wise once said</p><p></p><p style="margin-left: 20px">Now, as for magic shops, it did seem awfully artificial that never under any circumstances would magic items be bought or sold. The 2nd Edition book DM's Option: High Level Campaigns was particularly condescending about it </p><p></p><p>which makes it seem as though <strong><em>he</em></strong> believed that the designers thought it was against the core ideas of the game. However, I could be mistaken.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2910785, member: 18280"] True. But that doesn't mean that making magic items a valuable commodity should be hard-wired into the game. Nah. Any DM worthy of the title can create mystery and a sense of wonder in a setting. I'll go so far as to say that, within Eberron, the presence of magic-as-technology can be used to create a sense of mystery and wonder in much the same way that steamworks in a Victorian setting can be used. In a recent thread, Wizzbang Dustyboots mentioned changing the description of bugbears to owl-headed humanoids for an adventure, so that the creatures would seem like something new and unknown. This has nothing to do with nostalgia; it is a primary component of sense of wonder. Magic shops can certainly work within a world, but they take more work than they are generally given to avoid feeling cheap. In 2e, magic shops were specifically part of the Spelljammer setting, where the authors attempted to interject a sense of the wondrous to them through the creation of the Arcane. The Arcane were also an attempt to deal with the obvious "Why not just steal from the magic shop?" question. Are magic shops against the core ideas of the D&D rules, at least in previous editions? Somebody wise once said [INDENT]Now, as for magic shops, it did seem awfully artificial that never under any circumstances would magic items be bought or sold. The 2nd Edition book DM's Option: High Level Campaigns was particularly condescending about it [/INDENT] which makes it seem as though [B][I]he[/I][/B][I][/I] believed that the designers thought it was against the core ideas of the game. However, I could be mistaken. [/QUOTE]
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