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Living Worlds
Living 4th Edition
Proposal: Let Players Sell Stuff to Other Players
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<blockquote data-quote="ryryguy" data-source="post: 5104366" data-attributes="member: 64945"><p>I think a lot of the potential problems pointed out here are definitely real. I also somewhat agree with covaithe in that trading is likely to be so rare, the problems aren't likely to materialize in a serious way.</p><p></p><p>The reason trading is likely to be rare, is that most people get what they want via wishlists, so they have no reason to trade. </p><p></p><p>There are corner cases where someone changes their characters or changes their minds about what items they want, but these are rare. And trading isn't likely to help these people that much if they're the only ones trading. One-per-level, like-level item swapping with an NPC vendor is a much better idea for addressing this issue and deserves its own proposal.</p><p></p><p>The other place where I could see some trading occurring is when characters "outgrow" their items and want to sell them for more than the standard 20%. This probably wouldn't happen too much at first, but could occur more and more often as PCs reach higher levels. Trading for this reason is probably the worst case in terms of problems, as the player who "sells down" will end up with more than the expected amount of money, and the player who "buys up" will end up with better than expected items. </p><p></p><p>Yes, GMs could fix these imbalances over time, and/or we could come up with trading rules and judge reviews to try to prevent abuses. But why add additional tracking and work for GMs and judges? What is really being gained? (I understand some people just don't like that whole 20% thing, but frankly, that's how the game is designed to work. I think they should just grin and bear it.)</p><p></p><p>In sum, this is a bad idea because it doesn't do a good job of addressing legitimate concerns, and though little trading is likely to actually occur, the trading that does is most likely to be the problematic kind.</p></blockquote><p></p>
[QUOTE="ryryguy, post: 5104366, member: 64945"] I think a lot of the potential problems pointed out here are definitely real. I also somewhat agree with covaithe in that trading is likely to be so rare, the problems aren't likely to materialize in a serious way. The reason trading is likely to be rare, is that most people get what they want via wishlists, so they have no reason to trade. There are corner cases where someone changes their characters or changes their minds about what items they want, but these are rare. And trading isn't likely to help these people that much if they're the only ones trading. One-per-level, like-level item swapping with an NPC vendor is a much better idea for addressing this issue and deserves its own proposal. The other place where I could see some trading occurring is when characters "outgrow" their items and want to sell them for more than the standard 20%. This probably wouldn't happen too much at first, but could occur more and more often as PCs reach higher levels. Trading for this reason is probably the worst case in terms of problems, as the player who "sells down" will end up with more than the expected amount of money, and the player who "buys up" will end up with better than expected items. Yes, GMs could fix these imbalances over time, and/or we could come up with trading rules and judge reviews to try to prevent abuses. But why add additional tracking and work for GMs and judges? What is really being gained? (I understand some people just don't like that whole 20% thing, but frankly, that's how the game is designed to work. I think they should just grin and bear it.) In sum, this is a bad idea because it doesn't do a good job of addressing legitimate concerns, and though little trading is likely to actually occur, the trading that does is most likely to be the problematic kind. [/QUOTE]
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