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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="overgeeked" data-source="post: 8626989" data-attributes="member: 86653"><p>2E DMG Black Cover, p120.</p><p></p><p>"Finally, the DM has the right to exclude from player manufacture any magical item he feels is too powerful or too significant a part of his campaign world. (For example, if all magical weapons in the DM’s campaign are the product of an ancient civilization and the art of their manufacture has now been lost, he can deny the ability to create such items to the player characters.)</p><p></p><p>These limitations notwithstanding, players should be invited to submit their own ideas for new or unique items. The possibilities for new items are limited only by the constraints of game balance. Perhaps the character wants an arrow that explodes in a flash of brilliant light or a wand that causes those touched to suffer amnesia.</p><p></p><p>Using the same give-and-take process described for new player spells, the DM should have the player write up a description of the desired item. The DM studies this, alters it as needed, and discusses the changes with the player. When both are in agreement, the character can begin the actual process of research and construction.</p><p></p><p>When a player announces his character’s desire to construct a given item, it is not the DM’s task to tell him whether this is within the character’s capabilities or not. It is the DM’s responsibility to decide the materials and steps needed to construct the item. The player can then have his character consult a sage, fellow spellcaster, or higher power to learn what he needs. In the process the character may discover he lacks the appropriate powers to create the item. This is one of the risks inherent in magical research."</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8626989, member: 86653"] 2E DMG Black Cover, p120. "Finally, the DM has the right to exclude from player manufacture any magical item he feels is too powerful or too significant a part of his campaign world. (For example, if all magical weapons in the DM’s campaign are the product of an ancient civilization and the art of their manufacture has now been lost, he can deny the ability to create such items to the player characters.) These limitations notwithstanding, players should be invited to submit their own ideas for new or unique items. The possibilities for new items are limited only by the constraints of game balance. Perhaps the character wants an arrow that explodes in a flash of brilliant light or a wand that causes those touched to suffer amnesia. Using the same give-and-take process described for new player spells, the DM should have the player write up a description of the desired item. The DM studies this, alters it as needed, and discusses the changes with the player. When both are in agreement, the character can begin the actual process of research and construction. When a player announces his character’s desire to construct a given item, it is not the DM’s task to tell him whether this is within the character’s capabilities or not. It is the DM’s responsibility to decide the materials and steps needed to construct the item. The player can then have his character consult a sage, fellow spellcaster, or higher power to learn what he needs. In the process the character may discover he lacks the appropriate powers to create the item. This is one of the risks inherent in magical research." [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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