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The Magic-Walmart myth
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<blockquote data-quote="ThirdWizard" data-source="post: 3615111" data-attributes="member: 12037"><p>It does create a different play experience. It doesn't only exist in the DM's head, it is a world altering thing. If the DM handwaves travel time, then in game time does go by, after all. Seasons may change. PCs will age.</p><p></p><p>So take two examples, one with teleporters in every city and one with travel handwaving. The PCs have a day to save the princess in a kingdom 1000 miles away. In one they might succeed, in the other they can't.</p><p></p><p>The world is affected tremendously. In the world with lots of teleportation access, trade will be vastly different as exotic goods won't exist, being that they're a 'port away. Cultural distinctions will be smaller. Warfare will be waged differently. The world is affected in a large way by this innoculous change.</p><p></p><p>Are Magic Walmarts vs. small shops that different than the above example? Magic Walmart implies that magic is much more widespread, either because magic is a tool for common use among citizens or because of the vast amount of adventurers that can keep such shops active. It means less of a barter trade, which could be sustainable with smaller shops, but is implausable with large magic outlets. It probably means some kind of mass production of magic items because of this. It implies how the common man views magic.</p><p></p><p>So there is a difference because it influences the world in which the PCs experience the game. You might not see a difference between handwaving travel and teleportation <em>during the actual event</em>, but when every city in the world is like Sigil, with a portal to everywhere you want to go, you might start seeing some dissimilarities.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 3615111, member: 12037"] It does create a different play experience. It doesn't only exist in the DM's head, it is a world altering thing. If the DM handwaves travel time, then in game time does go by, after all. Seasons may change. PCs will age. So take two examples, one with teleporters in every city and one with travel handwaving. The PCs have a day to save the princess in a kingdom 1000 miles away. In one they might succeed, in the other they can't. The world is affected tremendously. In the world with lots of teleportation access, trade will be vastly different as exotic goods won't exist, being that they're a 'port away. Cultural distinctions will be smaller. Warfare will be waged differently. The world is affected in a large way by this innoculous change. Are Magic Walmarts vs. small shops that different than the above example? Magic Walmart implies that magic is much more widespread, either because magic is a tool for common use among citizens or because of the vast amount of adventurers that can keep such shops active. It means less of a barter trade, which could be sustainable with smaller shops, but is implausable with large magic outlets. It probably means some kind of mass production of magic items because of this. It implies how the common man views magic. So there is a difference because it influences the world in which the PCs experience the game. You might not see a difference between handwaving travel and teleportation [i]during the actual event[/i], but when every city in the world is like Sigil, with a portal to everywhere you want to go, you might start seeing some dissimilarities. [/QUOTE]
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