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Standard DM behavior?
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<blockquote data-quote="billd91" data-source="post: 4953359" data-attributes="member: 3400"><p>It's not a question of finding magical treasures distasteful rather than people choosing something else to be the focus of the story emerging in play. A friend of mine ran a campaign in which the PCs, all working for an organization, were issued level-appropriate gear for their missions, all stuff looted went back to that organization. It freed the PCs from worrying about losing their stuff to things like sunder or other forms of attrition. Worked pretty well.</p><p></p><p>As far as fantasy fiction reinforcing that concept, why would you limit the influences on your game to just stuff that has been written before? That seems terribly limiting. All it takes is a little bit of modern economic theorizing to realize that if stuff is available to adventurers on the prowl, someone's making it, and is probably willing to sell it for the right price.</p><p></p><p>EDIT: But for some literary ideas, check out the Thieves World anthology. Vashanka sets up a magic weapon shop in Sanctuary. Not in a sustainable way, but it gives you the idea of how popular it would be. Plus, there are other examples of regulated commercial wizardry (mostly spells) alluded to or mentioned from time to time.</p></blockquote><p></p>
[QUOTE="billd91, post: 4953359, member: 3400"] It's not a question of finding magical treasures distasteful rather than people choosing something else to be the focus of the story emerging in play. A friend of mine ran a campaign in which the PCs, all working for an organization, were issued level-appropriate gear for their missions, all stuff looted went back to that organization. It freed the PCs from worrying about losing their stuff to things like sunder or other forms of attrition. Worked pretty well. As far as fantasy fiction reinforcing that concept, why would you limit the influences on your game to just stuff that has been written before? That seems terribly limiting. All it takes is a little bit of modern economic theorizing to realize that if stuff is available to adventurers on the prowl, someone's making it, and is probably willing to sell it for the right price. EDIT: But for some literary ideas, check out the Thieves World anthology. Vashanka sets up a magic weapon shop in Sanctuary. Not in a sustainable way, but it gives you the idea of how popular it would be. Plus, there are other examples of regulated commercial wizardry (mostly spells) alluded to or mentioned from time to time. [/QUOTE]
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