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What's the point of gold?
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<blockquote data-quote="Hussar" data-source="post: 6547798" data-attributes="member: 22779"><p>I'd say the difference is simply scale though. You'd end a campaign where you lost half the group. Celtavian would end the game if he lost one. The difference is where you draw the line, not that the line exists. The DM is still, as you say, "held hostage" to the players. The difference being in Celt's game, one player can make the difference, in your game, it would take two or three (or however many). At the end of the day, the DM is still forced to either compromise with the players or not run the game.</p><p></p><p>Which brings us back around to fungible magic items. If the group advocates that buying and selling magic items works in a certain way, and the DM wants to go in a different direction, the DM has to get enough players on board with his idea to keep the campaign going (presuming of course that this is an important enough issue that players would stop playing over). DM's rarely can make any sort of campaign decision completely in a vacuum. The DM is pretty much obligated by the social contracts of the table to keep at least half an eye on the players before making any changes. A DM who doesn't quickly finds that no one wants to play in the campaign.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6547798, member: 22779"] I'd say the difference is simply scale though. You'd end a campaign where you lost half the group. Celtavian would end the game if he lost one. The difference is where you draw the line, not that the line exists. The DM is still, as you say, "held hostage" to the players. The difference being in Celt's game, one player can make the difference, in your game, it would take two or three (or however many). At the end of the day, the DM is still forced to either compromise with the players or not run the game. Which brings us back around to fungible magic items. If the group advocates that buying and selling magic items works in a certain way, and the DM wants to go in a different direction, the DM has to get enough players on board with his idea to keep the campaign going (presuming of course that this is an important enough issue that players would stop playing over). DM's rarely can make any sort of campaign decision completely in a vacuum. The DM is pretty much obligated by the social contracts of the table to keep at least half an eye on the players before making any changes. A DM who doesn't quickly finds that no one wants to play in the campaign. [/QUOTE]
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