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Old 03-12-2016, 09:32 PM   #102
Jürgen Hubert
 
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Join Date: Sep 2004
Location: Oldenburg, Germany
Default Re: Revising GURPS Magic

Quote:
Originally Posted by Fred Brackin View Post
You can't ruin my game world by violating its' medieval economy either. It's not being run as an economic simulator. My PCs are just grateful that there's someone out there willing to exchange magic for money. They themselves have never shown any great interest in using their magic to make money. It'd be a bad trade from their viewpoint.

Really, this is all more theory. I've rarely heard any objections to Magic that ween't based in theory rather than the reality of running games.
There are some spells with economic consequences that I am going to discuss because PCs are likely to use them in "get rich quick" schemes, but "Bless Plant" is not one I am particularly worried about:

- It's less useful as part of a "get rich quick" scheme because it takes months to play out.

- I don't have a problem with farmers in medievalesque fantasy worlds supporting a somewhat higher urban population than in our European Middle Ages, since that is what frequently happens in fantasy worlds. However, farming villages in such worlds have a host of problems that farming villages in medieval worlds did not have, such as raids by orcs and goblins or other wandering monsters, supernatural plagues, or cultists of evil deities creating blights and bad weather.

When the situation is good, harvests are excellent. But a much higher portion of the village resources and time is spent on defense, so the math is not identical.
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