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Why DMs Don't Like Magic Marts
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<blockquote data-quote="Haltherrion" data-source="post: 5483490" data-attributes="member: 18253"><p>Good points (sorry tapped on XP'ing you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />)</p><p> </p><p>Being anti-medieval has little bearing for me; I don't run medieval settings but I don't like them for a number of reasons inluding the ones you cite. I'd also add:</p><ul> <li data-xf-list-type="ul">They make it harder for me to make magic special. Why do I like magic special? Because it's one of those nice "oh wow" things you can do in a FRPG. You know, 'magic moments'<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Someone's eyes lighting up when they get something cool. It's a lot easier to deliver that wow moment if they are stepping up to a +3 flaming sword from a +1 sword than it is if they have been steadily visiting the mart every few levels to upgrade their sword.</li> <li data-xf-list-type="ul">In many games (mine included but I see it alot), the playes have more magic than most other folks of any comparable level. To provide a mart that is useful to the players seems to also create an amount of magic that tends to throw even more magic items out in the world which can be distorting or distasteful to me. Large amounts of magic should have an affect on a world similar to large amounts of technology. If the players locally have a large amount, I can overlook that. If the magic-mart is adding a multiple of the players magic into the world (and you need a healthy multiple of what the players have to have a real market), that gets to be more than I'm comfortable overlooking.</li> </ul><p>So, for me, magic marts have game-running problems and they also send the world down a path I don't really care for anyway. But as a player and not a ref, if you put one in front of me, sure, I'll use it. Happy shopping <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5483490, member: 18253"] Good points (sorry tapped on XP'ing you :p) Being anti-medieval has little bearing for me; I don't run medieval settings but I don't like them for a number of reasons inluding the ones you cite. I'd also add: [LIST] [*]They make it harder for me to make magic special. Why do I like magic special? Because it's one of those nice "oh wow" things you can do in a FRPG. You know, 'magic moments':) Someone's eyes lighting up when they get something cool. It's a lot easier to deliver that wow moment if they are stepping up to a +3 flaming sword from a +1 sword than it is if they have been steadily visiting the mart every few levels to upgrade their sword. [*]In many games (mine included but I see it alot), the playes have more magic than most other folks of any comparable level. To provide a mart that is useful to the players seems to also create an amount of magic that tends to throw even more magic items out in the world which can be distorting or distasteful to me. Large amounts of magic should have an affect on a world similar to large amounts of technology. If the players locally have a large amount, I can overlook that. If the magic-mart is adding a multiple of the players magic into the world (and you need a healthy multiple of what the players have to have a real market), that gets to be more than I'm comfortable overlooking. [/LIST]So, for me, magic marts have game-running problems and they also send the world down a path I don't really care for anyway. But as a player and not a ref, if you put one in front of me, sure, I'll use it. Happy shopping :lol: [/QUOTE]
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