Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: When There's Too Many Magic Items
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Derren" data-source="post: 7768217" data-attributes="member: 2518"><p>There is one big difference between magic items and art. They are made to be used and serve an actual, often life saving, purpose. Thus the demand for magic items would be a lot higher than for art.</p><p>So don't compare magic items to art, but with well made weapons and armor. Still rare and expensive, but readily available for people with money. Chain Mail was very time consuming to make, yet still encountered on the battlefield. The same applies to well bred destrier etc.</p><p></p><p>You also forget another thing. A magical item you have no use for is useless to you when no one can afford it. So no matter how rare it is, you will have to lower the price until someone can buy it. Or you move somewhere where people have more money. Either way, the price will go down until "trade happens".</p><p></p><p>So as long as there are people who can make magic items there will be trade with them as selling them will be their income. In addition adventerurs, mercenaries or even looters will sell their spoils as will people who have fallen on hard times or otherwise value money more than magic.</p><p>No, there likely won't be magic shops except for potions etc, but when you have the money and connections comissioning a magical item will not be a problem as will dropping of an item you do not need any more at the local quartermaster, steward, rich merchant, etc. for a nice sum of money without much problems.</p><p>Restricting magic item trade it both silly and frankly unnatural. Thats simply not how human societies work.</p><p></p><p>And you also do not need an industrial revolution for there to be an industry. Cologne was a center for plate mail production and Venice was well known for their glassmaking, not to mention their famous Arsenal that could build one warship a day with an early form of the assembly line (although that was one of a kind).</p><p>Somewhere the magical item crafters will gather and grow from there, either because people there are rich and trade flowed through the city or because there was ample access to raw materials. Either way, they would grow like other weapon industries would as the demand for magical items would certainly be there in a monster infested world.</p></blockquote><p></p>
[QUOTE="Derren, post: 7768217, member: 2518"] There is one big difference between magic items and art. They are made to be used and serve an actual, often life saving, purpose. Thus the demand for magic items would be a lot higher than for art. So don't compare magic items to art, but with well made weapons and armor. Still rare and expensive, but readily available for people with money. Chain Mail was very time consuming to make, yet still encountered on the battlefield. The same applies to well bred destrier etc. You also forget another thing. A magical item you have no use for is useless to you when no one can afford it. So no matter how rare it is, you will have to lower the price until someone can buy it. Or you move somewhere where people have more money. Either way, the price will go down until "trade happens". So as long as there are people who can make magic items there will be trade with them as selling them will be their income. In addition adventerurs, mercenaries or even looters will sell their spoils as will people who have fallen on hard times or otherwise value money more than magic. No, there likely won't be magic shops except for potions etc, but when you have the money and connections comissioning a magical item will not be a problem as will dropping of an item you do not need any more at the local quartermaster, steward, rich merchant, etc. for a nice sum of money without much problems. Restricting magic item trade it both silly and frankly unnatural. Thats simply not how human societies work. And you also do not need an industrial revolution for there to be an industry. Cologne was a center for plate mail production and Venice was well known for their glassmaking, not to mention their famous Arsenal that could build one warship a day with an early form of the assembly line (although that was one of a kind). Somewhere the magical item crafters will gather and grow from there, either because people there are rich and trade flowed through the city or because there was ample access to raw materials. Either way, they would grow like other weapon industries would as the demand for magical items would certainly be there in a monster infested world. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: When There's Too Many Magic Items
Top