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The Case for a Magic Item Shop?
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<blockquote data-quote="Li Shenron" data-source="post: 6413611" data-attributes="member: 1465"><p>"Quality of player's play experience" is not univoque, and neither is "GM's conception of how the gameworld should be", they can be adapted to each other. The latter is not "unilateral" because it can be discussed and agreed between players, and it sounds to me as if you threw the word "unilateral" in because you want to imply it is negative.</p><p></p><p>For me the "conception of how the gameworld should be" sets the genre, similarly to a movie genre. You don't <em>have </em>to watch a sci-fi or a horror or a noir. You can watch all of them, just not at the same time. Some movie can be a mix of many genre, and that's fine, but other times you just pick one genre.</p><p></p><p>What is important to me is consistency with the chosen genre. There is hardly anything I despise most, than movies that "promise" me to be horror and then all of a sudden turn into farce or viceversa. It's very difficult (tho not impossible) to make such change in a movie without breaking suspension of disbelief or spoil the mood.</p><p></p><p>As far as the similitude go, whatever genre my DM is running, I expect consistency because that's very much part of my own "quality of play". If there's a problem it should be solved, and there are multiple ways to solve any problem. Solutions must not come at the expense of completely losing consistency, but some compromise can be found.</p><p></p><p>Just to be more clear what is my own opinion... if someone's playing this Rogue character uneffectively because of the adventure environment, the game sucks. But if the DM "solves" this issue by turning the low-magic fantasy world where magic shops don't exist into a high-magic fantasy world where magic shops are normal, the game sucks. I am so much more in favor of letting this PC find exactly <em>one</em> perfectly tailored magic item in a treasure hoard or in an otherwise normal shop (or as I suggested, create an ad-hoc feat for this character) which might break suspension of disbelief <em>for one time only</em> rather than making a permanent change to the whole campaign.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6413611, member: 1465"] "Quality of player's play experience" is not univoque, and neither is "GM's conception of how the gameworld should be", they can be adapted to each other. The latter is not "unilateral" because it can be discussed and agreed between players, and it sounds to me as if you threw the word "unilateral" in because you want to imply it is negative. For me the "conception of how the gameworld should be" sets the genre, similarly to a movie genre. You don't [I]have [/I]to watch a sci-fi or a horror or a noir. You can watch all of them, just not at the same time. Some movie can be a mix of many genre, and that's fine, but other times you just pick one genre. What is important to me is consistency with the chosen genre. There is hardly anything I despise most, than movies that "promise" me to be horror and then all of a sudden turn into farce or viceversa. It's very difficult (tho not impossible) to make such change in a movie without breaking suspension of disbelief or spoil the mood. As far as the similitude go, whatever genre my DM is running, I expect consistency because that's very much part of my own "quality of play". If there's a problem it should be solved, and there are multiple ways to solve any problem. Solutions must not come at the expense of completely losing consistency, but some compromise can be found. Just to be more clear what is my own opinion... if someone's playing this Rogue character uneffectively because of the adventure environment, the game sucks. But if the DM "solves" this issue by turning the low-magic fantasy world where magic shops don't exist into a high-magic fantasy world where magic shops are normal, the game sucks. I am so much more in favor of letting this PC find exactly [I]one[/I] perfectly tailored magic item in a treasure hoard or in an otherwise normal shop (or as I suggested, create an ad-hoc feat for this character) which might break suspension of disbelief [I]for one time only[/I] rather than making a permanent change to the whole campaign. [/QUOTE]
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