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General Tabletop Discussion
*TTRPGs General
How different PC motivations support sandbox and campaign play
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<blockquote data-quote="hawkeyefan" data-source="post: 7439695" data-attributes="member: 6785785"><p>In a world where magic is commonplace, or even just present, would the inhabitants make a distinction between mundane and magic items? Or such a strong delineation as we do?</p><p></p><p>For us, it’s very clear...anything that can do things or function in a way we know is impossible in the real world is magic. But that definition wouldn’t apply to the inhabitants of a world with actual magic.</p><p></p><p>So....would a weapon crafted by a dwarven master smith be considered magic? Does an item require some kind of deliberate enchantment in order to be considered magic? I feel it’s a major gray area in many settings....or it would be without our real world logic asserting itself. </p><p></p><p>In te case of D&D and similar games, that real world logic....that clear delineation between magical and not magical...takes the form of game mechanics. But in a story, there are no such mechanics. Thus, in a setting such as Middle Earth, it’s actually difficult to say what items...or even what abilities...are magical in nature.</p><p></p><p>The recent turn of discussion just got me thinking...</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7439695, member: 6785785"] In a world where magic is commonplace, or even just present, would the inhabitants make a distinction between mundane and magic items? Or such a strong delineation as we do? For us, it’s very clear...anything that can do things or function in a way we know is impossible in the real world is magic. But that definition wouldn’t apply to the inhabitants of a world with actual magic. So....would a weapon crafted by a dwarven master smith be considered magic? Does an item require some kind of deliberate enchantment in order to be considered magic? I feel it’s a major gray area in many settings....or it would be without our real world logic asserting itself. In te case of D&D and similar games, that real world logic....that clear delineation between magical and not magical...takes the form of game mechanics. But in a story, there are no such mechanics. Thus, in a setting such as Middle Earth, it’s actually difficult to say what items...or even what abilities...are magical in nature. The recent turn of discussion just got me thinking... [/QUOTE]
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How different PC motivations support sandbox and campaign play
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