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<blockquote data-quote="gamerprinter" data-source="post: 5996852" data-attributes="member: 50895"><p>I can agree on many of the silly tropes that seem to exist in published D&D worlds do not sit right with me.</p><p> </p><p>One not discussed so far is the Magic Shop. The idea that magic items could be available to the public seems very nonsensical to me. In fact stores in general do not fit a medieval mindset. Craft shops make sense. If you need a particular item, you find the craftsman able to create it, however, it takes time to create anything. There is no store with inventory on shelves from finished manufactured goods - magic items or otherwise.</p><p> </p><p>As far as the prevalence of magic and spellcasters are concerned, in my worlds 99% of everyone is a zero level commoner/aristocrat/adept/expert. Heroes (the PCs) and villains fall into the 1%, as well as all spellcasters. Magic certainly affects the world, but since the majority do not have the power, only a very small minority does so. So magic is far less common in my worlds than in other published worlds.</p><p> </p><p>Regarding all these nonsensical things, the easiest solution for me has always been to create my own worlds, and never rely on some other designers idea for this.</p><p> </p><p>Hence, I have worlds like Kaidan, which is my published setting. I created it to define specific world mechanics that weren't available in standard D&D worlds/cosmology, so I created one from scratch. If some nuance of world mechanics is not making sense, it doesn't get included in my settings.</p><p> </p><p>So really none of these problematic issues exist in my settings, because I don't put them in.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5996852, member: 50895"] I can agree on many of the silly tropes that seem to exist in published D&D worlds do not sit right with me. One not discussed so far is the Magic Shop. The idea that magic items could be available to the public seems very nonsensical to me. In fact stores in general do not fit a medieval mindset. Craft shops make sense. If you need a particular item, you find the craftsman able to create it, however, it takes time to create anything. There is no store with inventory on shelves from finished manufactured goods - magic items or otherwise. As far as the prevalence of magic and spellcasters are concerned, in my worlds 99% of everyone is a zero level commoner/aristocrat/adept/expert. Heroes (the PCs) and villains fall into the 1%, as well as all spellcasters. Magic certainly affects the world, but since the majority do not have the power, only a very small minority does so. So magic is far less common in my worlds than in other published worlds. Regarding all these nonsensical things, the easiest solution for me has always been to create my own worlds, and never rely on some other designers idea for this. Hence, I have worlds like Kaidan, which is my published setting. I created it to define specific world mechanics that weren't available in standard D&D worlds/cosmology, so I created one from scratch. If some nuance of world mechanics is not making sense, it doesn't get included in my settings. So really none of these problematic issues exist in my settings, because I don't put them in. [/QUOTE]
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