06-06-2009, 04:53 PM | #31 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Economy wrecking spells?
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Steel is a popular metal today (and historically) because so much can be done with it with relatively minute alterations of it's composition and manufacturing process, in addition to it's relative low cost. If those conditions arise in a medieval economy via Earth to Stone, the ripple effects will probably look a lot like the early effects of the industrial revolution, especially if magic can also provide a power source to replace horses (like the steam engine did). And if I were a king, I would take a large supply of metal whose source may be compromised by force over a small supply of metal whose source may also be compromised by a larger amount of military force. |
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06-06-2009, 05:11 PM | #32 | |
Join Date: Sep 2007
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Re: Economy wrecking spells?
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Why would they? They presuppose more than one or two individuals with a rare advantage deciding to spend years mastering a particular spell. And unlike technology, once the metal is created, to continually get more metal requires other mages to follow in their footsteps. Convince me that's likely. |
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06-06-2009, 05:22 PM | #33 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Economy wrecking spells?
Some of the comments about mages, rarity, etc - keep ignoring the unintended consequences of the assumptions being put forth. In campaigns where the presumption is that mages are rare, and effectively walking gold mines in their own right, the issue becomes one of whether or not all mages, by virtue of what can be accomplished with certain spells, should be required to take Filthy rich as an advantage to compensate for those things that are possible with GURPS MAGIC as currently written.
If you're doing a "Doom shoot'm up" type campaign, and you don't really care about world building, this is all fine and good. But if you run serious gritty type campaigns where world building emphasis is a wee bit stronger - then the issues come to the fore. Tossing in another "economy breaking effect" are those magic items, that never break, yet provide for a really interesting effect. One of the leading causes for deforestation in any civilization, is the need for energy. Light for example, is a byproduct of energy consumption (aka fire). Imagine too, the simple reality of using the HEAT spell on a piece of metal to near melting temperaters, and then letting the heated item cool down naturally. Now, a mage with this spell at skill 15, can heat up individual fist sized objects to up to 2880 degrees FREE of charge as far as enegy goes. A room temperature piece of cast iron (say, 80 degrees) would require at a rate of 20 degree increase per minute, nearly 2 hours of concentration to bring to near melting temperatures. Now, let go the concentration, and the glowing hot piece of metal, which was already radiating heat away in the first place, will now finally begin to radiate heat away and begin to cool down. One has to wonder how long such heat radiated away might keep an area relatively warm? How might the first "stone heater" come to be invented by the mage who concentrates on the fist sized piece of cast iron, and heating it at a given rate of 20 degrees per minute, and the stones surrounding the iron accept the radiated heat away themselves? The thing to do when considering spells in their applications, is what uses can the be put to other than the immediate obvious one intended by the person who wrote up the spell description. A piece of overheated Cast iron, sitting inside a pot of liquid, will very handily act as a heat source for cooking - all without the need to have a fire handy. Now, if this is what a mage can do with the spell, imagine what the magic item usable by anyone can accomplish?
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06-06-2009, 05:38 PM | #34 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Economy wrecking spells?
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When I graduate, I plan on trying to get a job in government because they have good benefits, it's a structured work environment, they offer some of the best starting pay in the industry, and because working for the benefit of my nation gives me a warm and fuzzy. How am I any different than someone with Magery? |
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06-06-2009, 05:41 PM | #35 | |
Join Date: Sep 2007
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Re: Economy wrecking spells?
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06-06-2009, 05:49 PM | #36 | |
Join Date: Sep 2007
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Re: Economy wrecking spells?
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Assuming you have five years of training in mechanical engineering, let's say you have 4 points in your primary skill and an IQ of 12. Two things I can immediately observe. First of all, the hypothetical mage we are talking about has spent as much on spell prerequisites as you have on your entire field of study. Second, you are smarter than 75% of people with Magery. Unless we assume Magery is linked to intelligence, more than half of all people with Magery will be unsuitable to become professional metal-conjurers by dint of their lack of intelligence. Imagine a job that required someone of your intelligence, who required three times as much training, and who also had to have naturally perfect musical pitch. That's the kind of person we are talking about. |
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06-06-2009, 05:57 PM | #37 | |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Economy wrecking spells?
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Create Food can transform organic matter into tasty food. It costs 2 FP per casting. It is a Regular spell, which means it can transform a SM 0 item (say a 150-pound mass of weeds tied together) into food. If the average person eats 2 pounds of food a day, then one mage can easily feed himself and 74 other persons every day year round. If he casts it more than once a day, each extra casting feeds another 75 people. With Powerstones and Recover Energy, one mage can feed a truly amazing number of people. And your typical medieval culture is built around food production. Farming, harvesting, and protection of same - it all revolves around food. If Create Food doesn't warp the economy and culture, nothing will!
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"When you talk about damage radius, even atomic weapons pale before that of an unfettered idiot in a position of power." - Sam Starfall from the webcomic Freefall Last edited by Mysterious Dark Lord v3.2; 06-06-2009 at 06:06 PM. |
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06-06-2009, 06:12 PM | #38 | ||
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Economy wrecking spells?
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I have natural intelligence and probably some level of "Math + Science" talent. How is that different than having natural intelligence and "magic" talent? |
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06-06-2009, 06:15 PM | #39 |
Join Date: Sep 2007
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Re: Economy wrecking spells?
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06-06-2009, 06:26 PM | #40 |
Join Date: Jul 2007
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Re: Economy wrecking spells?
When an ME botches a roll, bad things can happen. Cars explode when hit from the rear, airplanes fall from the sky, can openers break suddenly sending sharp bits through the kitchen. Other people can pay, sometimes dearly, for an ME's bad day. We have entire industries of quallity assurance people working to find the botches of ME's.
When an ME botches a roll, he can loose his job, and maybe his entire livelyhood. Usually, it results in a test going bad in an obvious or spectacular way, but it can be really bad. When a Mage botches a roll, all of the above can happen. Additionally, the maiming usually begins with the Mage, and probably comes with a variety of suffering and debasement only concievable by the demonic forces inadvertently unleashed. |
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game economy, magic |
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