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<blockquote data-quote="Ovinomancer" data-source="post: 7440191" data-attributes="member: 16814"><p>1. It's weird that you go to the extra length to remove the "Originally Posted by..." from some post but not others.</p><p></p><p>b. Really? Not being able to buy a magic item would make you walk away from a game, ceteris paribus? I mean, you do you, of course, and if that's your button that's your button, it's just pretty far away from my buttons so I have a hard time grasping it. You'd hate my current game, then, that has no magic items for sale or really even sellable -- all magic items are either minor (potions, the like, and available) or personal: you make it and it only works for you. You can 'seal' an item that will then work for anyone, but the costs of that are so personal or ugly that those items are rare and are often cursed (because of the ways most are sealed). Any other magic item just flat out doesn't work in someone else's hands and loses it's enchantment completely a week after it's creator dies (unless steps are taken, often unpleasant, but, hey, that's the stuff of bad guys). </p><p></p><p>III. I don't buy the argument that selling magic items is baseline economics for RPGs. In 6 editions, it's only been featured as given in 2, and not the most recent (although it leaves lots of room to add it in). Magic items aren't real world, so you're already stretching out, and I don't think the argument that they are special and rare enough to not have a market is breaking with the real world at all. I don't think this is anywhere near on par with 'people need to breathe and eat and drink water' and 'gravity' and other baseline assumptions that go with the real world as a modeling baseline. The 'real world' in that case it used as reference to the nature order or the world, not economics and political systems. Heck, there are real world economic systems that wouldn't have a market, because there's no markets for anything. Now, we can argue whether or not that's a valid economic system (it apparently has yet to be done correctly), but it isn't something that breaks immersion like monkeying with the natural order of things does. </p><p></p><p>And the 'costs' for 'rare' items in an imaginary game where nothing actually exists (neither the objects or the moola) is arbitrary fiat on arbitrary fiat. That there's an attempt for the arbitrary to be based on some internal consistency isn't an argument that other assumptions should be included.</p><p></p><p>Now, I get that your preference is for the arbitrary fiat of game economics includes the buying and selling of magic items. That's absolutely cool. But I don't think that your arguments that it should be the norm are valid. You're stretching to insist that some real world things, like markets existing for items you think should be treated as commodities, are part of the 'real world' baseline that you should be careful to modify. We're already into the realm of magic, it's not like we're dealing with real world analogues. I can, easily, think of multiple ways there'd be no market for magic items -- see 1 above for one.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7440191, member: 16814"] 1. It's weird that you go to the extra length to remove the "Originally Posted by..." from some post but not others. b. Really? Not being able to buy a magic item would make you walk away from a game, ceteris paribus? I mean, you do you, of course, and if that's your button that's your button, it's just pretty far away from my buttons so I have a hard time grasping it. You'd hate my current game, then, that has no magic items for sale or really even sellable -- all magic items are either minor (potions, the like, and available) or personal: you make it and it only works for you. You can 'seal' an item that will then work for anyone, but the costs of that are so personal or ugly that those items are rare and are often cursed (because of the ways most are sealed). Any other magic item just flat out doesn't work in someone else's hands and loses it's enchantment completely a week after it's creator dies (unless steps are taken, often unpleasant, but, hey, that's the stuff of bad guys). III. I don't buy the argument that selling magic items is baseline economics for RPGs. In 6 editions, it's only been featured as given in 2, and not the most recent (although it leaves lots of room to add it in). Magic items aren't real world, so you're already stretching out, and I don't think the argument that they are special and rare enough to not have a market is breaking with the real world at all. I don't think this is anywhere near on par with 'people need to breathe and eat and drink water' and 'gravity' and other baseline assumptions that go with the real world as a modeling baseline. The 'real world' in that case it used as reference to the nature order or the world, not economics and political systems. Heck, there are real world economic systems that wouldn't have a market, because there's no markets for anything. Now, we can argue whether or not that's a valid economic system (it apparently has yet to be done correctly), but it isn't something that breaks immersion like monkeying with the natural order of things does. And the 'costs' for 'rare' items in an imaginary game where nothing actually exists (neither the objects or the moola) is arbitrary fiat on arbitrary fiat. That there's an attempt for the arbitrary to be based on some internal consistency isn't an argument that other assumptions should be included. Now, I get that your preference is for the arbitrary fiat of game economics includes the buying and selling of magic items. That's absolutely cool. But I don't think that your arguments that it should be the norm are valid. You're stretching to insist that some real world things, like markets existing for items you think should be treated as commodities, are part of the 'real world' baseline that you should be careful to modify. We're already into the realm of magic, it's not like we're dealing with real world analogues. I can, easily, think of multiple ways there'd be no market for magic items -- see 1 above for one. [/QUOTE]
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