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<blockquote data-quote="green slime" data-source="post: 4804386" data-attributes="member: 1325"><p>Firstly, that is because "playing DnD" now entails certain player expectations, which are different from the expectations of players in the 70s and 80s.</p><p></p><p>In the 70s and 80s, influenced by books and literature wherein magic is described as rare and wonderful, the gaming culture <strong>in general</strong> was probably more willing to accept a dearth of magical items available for purchase (although the adventures of the period were often drowning in minor magical items).</p><p></p><p>The advent of the videogame and PC game probably reduced this willingness. Reducing reliance on DM arbitrariness is also a factor. </p><p></p><p>Another factor may also be the changing demographic of players. More players are older, and may feel they have been down that road of restricting magical items, and found that there was no real gain to the immersion/feel of the world to be made by frustrating player desires in terms of which magical items they need/want in the long term. Short term, of course, it can be inspiring to need to adventure to get the item in question, but if every everburning torch requires six months seeking in mosquito-infested swamps then...</p><p></p><p>So in summary, because of the changes in player expectations over a period of three decades, care needs to be taken to inform players of changes from the expected defined "norm", in order not to create unnecessary tension.</p></blockquote><p></p>
[QUOTE="green slime, post: 4804386, member: 1325"] Firstly, that is because "playing DnD" now entails certain player expectations, which are different from the expectations of players in the 70s and 80s. In the 70s and 80s, influenced by books and literature wherein magic is described as rare and wonderful, the gaming culture [b]in general[/b] was probably more willing to accept a dearth of magical items available for purchase (although the adventures of the period were often drowning in minor magical items). The advent of the videogame and PC game probably reduced this willingness. Reducing reliance on DM arbitrariness is also a factor. Another factor may also be the changing demographic of players. More players are older, and may feel they have been down that road of restricting magical items, and found that there was no real gain to the immersion/feel of the world to be made by frustrating player desires in terms of which magical items they need/want in the long term. Short term, of course, it can be inspiring to need to adventure to get the item in question, but if every everburning torch requires six months seeking in mosquito-infested swamps then... So in summary, because of the changes in player expectations over a period of three decades, care needs to be taken to inform players of changes from the expected defined "norm", in order not to create unnecessary tension. [/QUOTE]
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