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The Magic-Walmart myth
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<blockquote data-quote="Felix" data-source="post: 3616662" data-attributes="member: 3929"><p>No: <span style="font-size: 26px"><strong>IF</strong></span> is a really big "if". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Think of the demographic breakdown to see if that "if" is reasonable.</p><p></p><p>There's a split in the population concerning the availability of magic items in general. Those who strictly allow the DMG wealth-by-level guidelines, and those who limit the available items. Anyone who limits the availability of items in general is unlikely to have a reasonably-priced Magic Warehouse, so we can safely put that demographic aside.</p><p></p><p>So you have left folks whose PCs are equipped according to the DMG. Another division will be those DMs who supply their PCs' wealth-by-level with loot out of the dungeons, but don't let the PCs buy much.</p><p></p><p>A further division will be DMs who want their campaign world to have a very Mideval Europe feel; Ye Olde Shoppes will be much more common in these campaigns than Magical Discount Warehouses.</p><p></p><p>Fourthly, DMs who insist on a low-magic world (one where though the PCs may be equipped according to the DMG, magic items are rare in the world) will be unlikely to include a Magical Wal-Mart.</p><p></p><p>Campaigns which emphasize that magical items are heirlooms which have been around a long time will be less likely to have Magical Wal-Marts, because there will not be a current magic-item producing industry.</p><p></p><p>Finally, DMs who scale down the size of their cities: this may be due to a smaller populations; having the population spread out over more land; having the world being made up of islands instead of continents. The absence of metropolises will decrease the likelihood of the Magical Wal-Mart.</p><p></p><p>--------</p><p></p><p>I believe I ruled out a fairly large portion of campaigns just now, though I understand I haven't all.</p><p></p><p>What do we have left? We have campaigns which don't limit possession of or access to magical items, don't intensionally model Mideval Europe closely, have a moderate-to-high level of magic present in the world, have a thriving magic-item production commerce, and have large metropolises. Add to that the campaigns in which DMs place a Magical Wal-Mart purposefully, perhaps for its seeming contradictions, and you have the demographic that remains that needs be tested against the transactions cost assumptions I made.</p></blockquote><p></p>
[QUOTE="Felix, post: 3616662, member: 3929"] No: [size=7][b]IF[/b][/size] is a really big "if". ;) Think of the demographic breakdown to see if that "if" is reasonable. There's a split in the population concerning the availability of magic items in general. Those who strictly allow the DMG wealth-by-level guidelines, and those who limit the available items. Anyone who limits the availability of items in general is unlikely to have a reasonably-priced Magic Warehouse, so we can safely put that demographic aside. So you have left folks whose PCs are equipped according to the DMG. Another division will be those DMs who supply their PCs' wealth-by-level with loot out of the dungeons, but don't let the PCs buy much. A further division will be DMs who want their campaign world to have a very Mideval Europe feel; Ye Olde Shoppes will be much more common in these campaigns than Magical Discount Warehouses. Fourthly, DMs who insist on a low-magic world (one where though the PCs may be equipped according to the DMG, magic items are rare in the world) will be unlikely to include a Magical Wal-Mart. Campaigns which emphasize that magical items are heirlooms which have been around a long time will be less likely to have Magical Wal-Marts, because there will not be a current magic-item producing industry. Finally, DMs who scale down the size of their cities: this may be due to a smaller populations; having the population spread out over more land; having the world being made up of islands instead of continents. The absence of metropolises will decrease the likelihood of the Magical Wal-Mart. -------- I believe I ruled out a fairly large portion of campaigns just now, though I understand I haven't all. What do we have left? We have campaigns which don't limit possession of or access to magical items, don't intensionally model Mideval Europe closely, have a moderate-to-high level of magic present in the world, have a thriving magic-item production commerce, and have large metropolises. Add to that the campaigns in which DMs place a Magical Wal-Mart purposefully, perhaps for its seeming contradictions, and you have the demographic that remains that needs be tested against the transactions cost assumptions I made. [/QUOTE]
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