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General Tabletop Discussion
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How different PC motivations support sandbox and campaign play
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<blockquote data-quote="Dannyalcatraz" data-source="post: 7436360" data-attributes="member: 19675"><p>I didn’t say it couldn’t be done. Your described method would work...for a while. Although, if we’re being completely honest, the premise of “the PCs are the only adventurers” is equally preposterous in its own way. If nothing else, wandering bards, scouts, rangers and, of course, thieves would be out there, occasionally finding such things. And crafty merchants who know their lore would try to buy things they suspected of being magical. Especially wandering, worldly merchants in the presence of unsophisticated rubes.</p><p></p><p>If nothing else, the party's discovery and use of magic would drive others to find their own. SOMEONE is going to ask the question, “Where did they get those WONderful toys?”</p><p></p><p>I mean, if the neomystic Nazis had actually found working magical items in their searches, what are the odds that every other power capable of doing so simply wouldn’t look?</p><p></p><p>That wasn’t the description the scenario I was responding to, though.</p><p></p><p>The one way I could see a “no commerce” setting working long term is if all magic items- at least those over a certain “hedge witch/alchemist” level- were not universally usable. They’re attuned to a certain class, species, bloodline or even a particular person, for instance, and won’t work for anyone else.</p><p></p><p>Even then, though, there would be a market for them either for their intrinsic craftsmanship, as a future bargaining tool, or simply to deprive someone else of their use. And of course, those who COULD use a particular item would doubtless be willing to pay to do so...if they could afford the asking price.*</p><p></p><p></p><p>* of the seller or a thief.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 7436360, member: 19675"] I didn’t say it couldn’t be done. Your described method would work...for a while. Although, if we’re being completely honest, the premise of “the PCs are the only adventurers” is equally preposterous in its own way. If nothing else, wandering bards, scouts, rangers and, of course, thieves would be out there, occasionally finding such things. And crafty merchants who know their lore would try to buy things they suspected of being magical. Especially wandering, worldly merchants in the presence of unsophisticated rubes. If nothing else, the party's discovery and use of magic would drive others to find their own. SOMEONE is going to ask the question, “Where did they get those WONderful toys?” I mean, if the neomystic Nazis had actually found working magical items in their searches, what are the odds that every other power capable of doing so simply wouldn’t look? That wasn’t the description the scenario I was responding to, though. The one way I could see a “no commerce” setting working long term is if all magic items- at least those over a certain “hedge witch/alchemist” level- were not universally usable. They’re attuned to a certain class, species, bloodline or even a particular person, for instance, and won’t work for anyone else. Even then, though, there would be a market for them either for their intrinsic craftsmanship, as a future bargaining tool, or simply to deprive someone else of their use. And of course, those who COULD use a particular item would doubtless be willing to pay to do so...if they could afford the asking price.* * of the seller or a thief. [/QUOTE]
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