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The Magic-Walmart myth
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<blockquote data-quote="I'm A Banana" data-source="post: 3612466" data-attributes="member: 2067"><p>Actually, the OP seems to be saying that the types of campaigns where absurd big-box warehouses full of any magic item off the rack where "lazy DM's" and the like play don't really exist.</p><p></p><p>And I'd have to agree with that statement.</p><p></p><p>There are campaigns where most magic items are available at the use of a simple teleportation spell and an abstracted spending of some gil. The standard campaign, Greyhawk, Forgotten Realms, and Eberron (to a lesser extent with the final) are all such campaigns. With a simple attitude change on the parts of the spellcasters, your world with the secrets and artisans could become such a world. </p><p></p><p>For such a world, I think "Magic WalMart" is an inappropriate term, because it suggests to many what the OP notes does not really exist: the thoughtless magic warehouses of lazy DM's. There are more accurate and less contentious terms to use.</p><p></p><p>Such as "A standard-magic world." Or simply "standard."</p><p></p><p>In the interests of clarity of communication and accuracy of langauge, "Magic WalMart" is obviously an unfavorable term, regardless of the definition that one choooses to use.</p><p></p><p></p><p></p><p>Same reason you can buy McDonald's in any podunk in the US, but to get extremely fresh and delicious Alaskan Crab, you probably need to go to Alaska. And if you wanted to find extremely fresh and delicious Alaskan Crab, but couldn't leave Podunk, you might need to jump through some hoops to get it (like importing a couple of live ones through some traveling associates, for instance). </p><p></p><p>Certain resources are common because a lot of people need or want them, even in Podunk. Others are luxuries. </p><p></p><p>I don't base these adventures on what the PC's need. I base them on what the PC's choose to pursue. If they're in Podunk and they want some Alaskan Crab, they can teleport to Alaska, or they can go pry it from the private stash of the eccentric coinesseur wizard who did so, or they can lean on their shady contacts, or a hundred and one other possibilities. The town's GP limit describes, to a certain extent, the vibrancy and diversity of the economy there, of which magic items are a large part in any world that includes an active non-PC adventuring and/or monster population (soldiers need them, adventurers need them, people who clean the sewers need them, other NPC's need them, anyone who is likely to meet a mosnter might need them), or in other words, any world that uses the default D&D assumptions.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3612466, member: 2067"] Actually, the OP seems to be saying that the types of campaigns where absurd big-box warehouses full of any magic item off the rack where "lazy DM's" and the like play don't really exist. And I'd have to agree with that statement. There are campaigns where most magic items are available at the use of a simple teleportation spell and an abstracted spending of some gil. The standard campaign, Greyhawk, Forgotten Realms, and Eberron (to a lesser extent with the final) are all such campaigns. With a simple attitude change on the parts of the spellcasters, your world with the secrets and artisans could become such a world. For such a world, I think "Magic WalMart" is an inappropriate term, because it suggests to many what the OP notes does not really exist: the thoughtless magic warehouses of lazy DM's. There are more accurate and less contentious terms to use. Such as "A standard-magic world." Or simply "standard." In the interests of clarity of communication and accuracy of langauge, "Magic WalMart" is obviously an unfavorable term, regardless of the definition that one choooses to use. Same reason you can buy McDonald's in any podunk in the US, but to get extremely fresh and delicious Alaskan Crab, you probably need to go to Alaska. And if you wanted to find extremely fresh and delicious Alaskan Crab, but couldn't leave Podunk, you might need to jump through some hoops to get it (like importing a couple of live ones through some traveling associates, for instance). Certain resources are common because a lot of people need or want them, even in Podunk. Others are luxuries. I don't base these adventures on what the PC's need. I base them on what the PC's choose to pursue. If they're in Podunk and they want some Alaskan Crab, they can teleport to Alaska, or they can go pry it from the private stash of the eccentric coinesseur wizard who did so, or they can lean on their shady contacts, or a hundred and one other possibilities. The town's GP limit describes, to a certain extent, the vibrancy and diversity of the economy there, of which magic items are a large part in any world that includes an active non-PC adventuring and/or monster population (soldiers need them, adventurers need them, people who clean the sewers need them, other NPC's need them, anyone who is likely to meet a mosnter might need them), or in other words, any world that uses the default D&D assumptions. [/QUOTE]
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