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<blockquote data-quote="Kobold Boots" data-source="post: 7343679" data-attributes="member: 92239"><p>Hi Capn - </p><p></p><p>I agree wholeheartedly that the game world from the perspective of the table action revolves around the players and since the game serves their enjoyment and the DMs, that pricing would be influenced by the only folks actively interacting with the economy on a regular basis at the table.</p><p></p><p>I also think that in every one of my groups there's been at least one person and sometimes up to half of the table, that has managed their expectations for pricing around what they've paid previously or against what the price "in my city" is as opposed to what's in the rulebook. Most are looking to see if they can get a price break on the published prices when they ask, but all will note how much something costs and will bring it up the next time that they want to buy something. "A +2 widget of bagging groceries cost X, why does a +1 widget of foobar cost more?"</p><p></p><p>Because the published price list is not what's desired in the first place, I see no reason to have one.</p><p>Because I'm going to have to deal with these sorts of discussions when selling magic is allowed, I'd rather not do it at all.</p><p>But if I'm going to need to sell magic because of the setting, I want to have my pricing have rational explanations consistent with the overall setting's economy. Additionally, if magic is available to the players, then I'm going to let their adversaries buy it too, and if those adversaries have more wealth (because killing them to take their stuff may be a point of the game) then they're going to hate it when they get TPK'd if they are stupid about it.</p><p></p><p>For what it's worth, I'm aware the the above common sense only applies if you come to the problem with a certain feeling about "reality in gaming". Those of us that were "Dungeon Masters" before the "DM as a facilitator/enabler" movement may have a harder time letting go of the simulationist stuff. In my case I've left a lot of my "prod everything with a 10' pole first or you die" mentality behind; but the economy causes too many problems to allow it to exist solely as a player enabler.</p><p></p><p>Be well</p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7343679, member: 92239"] Hi Capn - I agree wholeheartedly that the game world from the perspective of the table action revolves around the players and since the game serves their enjoyment and the DMs, that pricing would be influenced by the only folks actively interacting with the economy on a regular basis at the table. I also think that in every one of my groups there's been at least one person and sometimes up to half of the table, that has managed their expectations for pricing around what they've paid previously or against what the price "in my city" is as opposed to what's in the rulebook. Most are looking to see if they can get a price break on the published prices when they ask, but all will note how much something costs and will bring it up the next time that they want to buy something. "A +2 widget of bagging groceries cost X, why does a +1 widget of foobar cost more?" Because the published price list is not what's desired in the first place, I see no reason to have one. Because I'm going to have to deal with these sorts of discussions when selling magic is allowed, I'd rather not do it at all. But if I'm going to need to sell magic because of the setting, I want to have my pricing have rational explanations consistent with the overall setting's economy. Additionally, if magic is available to the players, then I'm going to let their adversaries buy it too, and if those adversaries have more wealth (because killing them to take their stuff may be a point of the game) then they're going to hate it when they get TPK'd if they are stupid about it. For what it's worth, I'm aware the the above common sense only applies if you come to the problem with a certain feeling about "reality in gaming". Those of us that were "Dungeon Masters" before the "DM as a facilitator/enabler" movement may have a harder time letting go of the simulationist stuff. In my case I've left a lot of my "prod everything with a 10' pole first or you die" mentality behind; but the economy causes too many problems to allow it to exist solely as a player enabler. Be well KB [/QUOTE]
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