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General Tabletop Discussion
*TTRPGs General
Is Magic a Setting Element or a Plot Device
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<blockquote data-quote="Hussar" data-source="post: 5680997" data-attributes="member: 22779"><p>I should rephrase what I said. If this kind of thing is possible, then it's possible to exploit, unless there is some reason why it isn't.</p><p></p><p>Now, once you've started down that road - giving reasons why X isn't exploited, then quite often, X becomes a plot point and not a setting element. No one creates another One Ring because only Sauron could do it and only Sauron can control the One Ring, so it has to be destroyed and not exploited.</p><p></p><p>Again, totally nothing wrong with that kind of story. It's perfectly fine. </p><p></p><p>I, me, for my personal tastes, find it unsatisfying. I don't like it. Again, not saying it's bad, just saying that it's not to my taste.</p><p></p><p>I think that's why I tend to run D&D campaigns where possible resources are almost always exploited and used. The first D&D naval campaign I ran, the first thing the players came back to me with was a Lyre of Building. And, while it was a total PITA in the game, I couldn't fault them for it. Hrm, automatically make your ship immune to all damage for an hour and, with a decent skill check, you can play it for several more hours. Yeah, that's a really, really good idea.</p><p></p><p>It's such a good idea that I was rather at a loss to explain why every ship didn't have one. After all, a ship is a heck of a lot more money than a single Lyre of Building. Having at least one in a fleet makes too much sense not to. If nothing else, the ability to repair ships on the move would be invaluable, never mind the fact that you could actually build more ships.</p><p></p><p>This is the sticking point I run into in D&D quite often. Because a lot of the magic and fantastic elements are just crammed in with the thought of how they affect dungeon crawling, as soon as you leave the dungeon, D&D starts cropping up all sorts of problems.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5680997, member: 22779"] I should rephrase what I said. If this kind of thing is possible, then it's possible to exploit, unless there is some reason why it isn't. Now, once you've started down that road - giving reasons why X isn't exploited, then quite often, X becomes a plot point and not a setting element. No one creates another One Ring because only Sauron could do it and only Sauron can control the One Ring, so it has to be destroyed and not exploited. Again, totally nothing wrong with that kind of story. It's perfectly fine. I, me, for my personal tastes, find it unsatisfying. I don't like it. Again, not saying it's bad, just saying that it's not to my taste. I think that's why I tend to run D&D campaigns where possible resources are almost always exploited and used. The first D&D naval campaign I ran, the first thing the players came back to me with was a Lyre of Building. And, while it was a total PITA in the game, I couldn't fault them for it. Hrm, automatically make your ship immune to all damage for an hour and, with a decent skill check, you can play it for several more hours. Yeah, that's a really, really good idea. It's such a good idea that I was rather at a loss to explain why every ship didn't have one. After all, a ship is a heck of a lot more money than a single Lyre of Building. Having at least one in a fleet makes too much sense not to. If nothing else, the ability to repair ships on the move would be invaluable, never mind the fact that you could actually build more ships. This is the sticking point I run into in D&D quite often. Because a lot of the magic and fantastic elements are just crammed in with the thought of how they affect dungeon crawling, as soon as you leave the dungeon, D&D starts cropping up all sorts of problems. [/QUOTE]
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