I've been 3D Modeling since 2005, that's when I first saw how optimized models where in games like "FarCry" and "Doom 3". To my absolute amazement they solved their visual problems by using Normal Maps. I understand Normal Maps can be pretty intimidating to try and learn, but unfortunately this is the way things are properly done in an effort to not use so many triangles on a model. And in 3D Modeling for Games all objects have proper LODs created. The Second Life uploader is a decent repalcement for creating Mesh LOD's in my opinion, for those new to making 3D Models.
There is a discipline in 3D Modeling that I've strived to live by ever since 2005, and because ot that discipline I begin to sweat whenever I am building anything over 7000 triangles, but that depends on the size. But for a Chain 37,824 is an extreme amount of triangles. There have been games in the past that used that as their triangle budget for an entire game level.
This triangle amount would be pretty bad if it was a large object, it would affect people's GPU's at a far distance, but since its a Chain that size it only affects people who will be upclose to your Chain. And when I say affect, I mean 1 - 2 frames per second, because their is still a high percantage of people whos computers can't handle that many amount of triangles - this Chain and its triangle count + Avatars + Enviroment and Props.
Here are a few threads that need to be read and considered by anyone who is interested in making meshes for Second Life. Another thing that should be kept in mind in reading these threads is the polycount for the type of object and how big is that object... Character, Weapon, Prop, etc...
Historical Poly Counts
http://www.gameartisans.org/forums/threads/23520-Historical-Poly-Counts
Mesh Polygon Count for PC Game
http://forum.unity3d.com/threads/140675-Mesh-Polygon-Count-for-PC-Game
The Theory of LOD – Understanding LOD in Mesh can help reduce land impact #SL
http://www.lokieliot.com/blog/?p=670