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*TTRPGs General
Where Has All the Magic Gone?
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<blockquote data-quote="Hussar" data-source="post: 4589461" data-attributes="member: 22779"><p>The moathouse, IIRC, is less than a days journey from town. How hard would it be to kill everything, and then take a couple of days hauling loot back? Let's not forget, we're talking 6-9 pc's, plus henchmen, hirelings and sundry other hangers on. And, while 10 coins might be 1 pound, most of the big treasure is in gems or jewelry. </p><p></p><p>People can go on and on about how treasure was hidden, how the game forced you to leave treasure behind and all that, but, at the end of the day, all we have is your word on that. The modules don't support this interpretation, actual gameplay by a number of gamers (NOT all, I do NOT mean that this is universal) doesn't support that. The idea that players would miss 75% of the treasure in a module is patently ludicrous IMO. </p><p></p><p>But, besides all this, there is still the fallacy of rarity being played out here. That just because magic is rare, it's special. That's not what makes a magic item special. No matter how rare magic is, a +1 sword will NEVER be special on its own. Magic items as well as anything else in the campaign becomes special because the PLAYERS make it so. I can come up with the most eloquently written, fantastic backstory for the item that you can possibly imagine, but, until such time as the players decide that Item X is cool, it's just not.</p><p></p><p>And no amount of rules can change that.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4589461, member: 22779"] The moathouse, IIRC, is less than a days journey from town. How hard would it be to kill everything, and then take a couple of days hauling loot back? Let's not forget, we're talking 6-9 pc's, plus henchmen, hirelings and sundry other hangers on. And, while 10 coins might be 1 pound, most of the big treasure is in gems or jewelry. People can go on and on about how treasure was hidden, how the game forced you to leave treasure behind and all that, but, at the end of the day, all we have is your word on that. The modules don't support this interpretation, actual gameplay by a number of gamers (NOT all, I do NOT mean that this is universal) doesn't support that. The idea that players would miss 75% of the treasure in a module is patently ludicrous IMO. But, besides all this, there is still the fallacy of rarity being played out here. That just because magic is rare, it's special. That's not what makes a magic item special. No matter how rare magic is, a +1 sword will NEVER be special on its own. Magic items as well as anything else in the campaign becomes special because the PLAYERS make it so. I can come up with the most eloquently written, fantastic backstory for the item that you can possibly imagine, but, until such time as the players decide that Item X is cool, it's just not. And no amount of rules can change that. [/QUOTE]
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