Solving the "Let's Rob the Magic Shop" Problem

Celebrim

Legend
1. What magic shop? I don't have 'magic shops' per se.
2. Even to the extent that I do have magic shops, they mostly work on commission, so its not like there is a lot of stock lying around to steal.
3. A magic shop is fundamentally no different than any other shop dealing with relatively high value wares. They have reasonable precautions that depend on the value of the wares. The more valuable the wares, the better the precautions will by necessity be. Typically, in a very high end store, nothing is on display. If you want to view something, you pay a deposit to prove that you are a serious buyer. Items are kept in individually locked chests, chained up in individually locked cabinets, which are in turn bolted through the paving stone to metal rods beneath the floor. All of that is contained in a locked vault. Nothing is labelled; the proprietor knows his stock, or he searches for it if necessary. Arcane locks tend to be heavily employed, and containers themselves are magicked if possible to make them more impregnable. Multiple guards are on duty to oversee the process and keep a watch on things. An alarm bell is available to summon aid from the town watch. Guard dogs trained to react to things that they can smell and hear but not see are used to watch for invisible intruders. Guards are generally locked into the building at night, and bolt and bar the place from the inside. Guards are well trained to deal with low level spells and may even have been taught some spellcraft. The better the establishment, the more professional the guards. Walls are generally constructed to fortress grade, windows are small, and guarded by both colored glass (to block line of sight) and bars (to block physical intrusion). The building is generally warded by a dimension lock, walls are mortared with bricks mortar mixed with blood, thin lead plates line the interior of rooms to resist scrying and ethereal travel, and a circle of protection is generally scribed around a perimeter room enclosing the inner vault to stop conjured creatures. There are numerous effective homebrew defensive spells that will be employed. It wouldn't be beyond the realm of possibility for such a shop having been established for a long time, to have a relationship with one or more fairy beings or outsiders - even a tasked genie or a modron - sympathetic to the owners or to the concept of law and order, or simply to the very idea of the inviolability of the building. Indeed, in a very old building it's possible that the building itself or some of the doors would have become sentient to some degree. It's possible that an archon or a devil would hold a contract with the building's owners. These beings would engage in counter-measures amounting to minor defensive magic should anyone attempt to breach the defenses of the building, or in an extremis possibly engage in combat on the owner or buildings behalf. In short, if there is anything valuable to be stolen, precautions will be taken to ensure that doesn't happen commiserate to the value of the item.
5. The really top level magic merchants don't even advertise their businesses publically. Shopping by invitation only to private auctions, the time and location of which are not disclosed except to those with invitations. They move merchandise by anonymous curriers, and they try not to hang on to wares for long. They've been doing this for centuries and they have PC grade ability to protect themselves and their wares. Their customers include most of the major nations, sovereigns, temples and guilds in the whole world. Taking one on is fairly substantial enemy.
4. Even if you stole it, it probably isn't going to be labelled. You now have to figure out what it does, a process that is expensive, or dangerous, or both.
5. Speaking of precautions, a few cursed items among the 'treasure' could be among those.
6. If you robbed a magic shop, you've just either killed a wizard or made one very angry. Someone is likely to take interest in your crime. But if you systematically start robbing magic shops and killing wizards, now you've just made a guild of wizards angry. Now you've brought down the wrath of some seriously well connected and potent individuals. They will employ divination magic to full effect to track down the culprits. They'll employ assassins to kill them and simultaneously likely involve temples of deities connected to the practice of magic as a profession, who in turn will employ their own divination magic and assign champions, Templars, and inquisitors to track down the culprits.
7. I can rely on the mentality of the players. Those sorts that think this is a splendid idea invariably lack the patience to wait around until their characters could reasonably accomplish such crimes and get away with it. Instead, they try this at a very early level, and get themselves killed. After a couple of times being burned while players that don't act so rashly succeed, the problem tends to right itself.
8. Could seriously skilled players with high level PC's rob magic shops? Absolutely, but that's a caper I wouldn't mind seeing them pull off. I played a thief in 1e for a long time. That's going to be a darn good thief to beat me at my own game. Takes a thief to catch one, and all.
 

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Thomas Bowman

First Post
Most D&D adventures are robbery expeditions, the simplest adventure is a Dungeon full or rooms, monsters and treasure. Typically the monsters come up to the surface world and cause some trouble to get the player's attention. Once the players are aware that there is a dungeon full of monsters and treasure, they go down into that dungeon and go from room to room encountering monsters that attack them, they defeat said monsters and then take their treasure. look at it from the Monsters' point of view, the PCs are a bunch of intruders into their home, so of course the monsters attack them, they are defending their homes from these intruders after all. Generally the PCs slay the monsters in each room, and the Dungeon has a rather poor communication system, or the monsters are poorly organized or not all on the same side, so they don't cooperate to fight off the PC interuders, because of that the PCs go from room to room fighting and killing a handful of monsters in each room and taking their treasure afterwards, if they run out of spells and need healing, they find an empty room where they rest for a while, regain their spells and then they are ready to kill some more monsters, but when you really get down to it, they are stealing.
 

Another option is that the Magic item shop has no items but will gladly make whatever you want for a nominal fee; provided that you'll provide the materials to craft said items. And what would you know; all the crafting materials just happen to be in monster infested dungeons and hard to reach locations?
 

CapnZapp

Legend
How else do you keep a gang of wild murderhobos from taking all of a 3rd level commoner's worldly goods and breaking your economy?
The only real solution is not to play with wild murder-hobos.

Make a gentlemen's agreement with your players: they don't steal from vendors, you get to focus on the fun parts of the campaign.

Don't even try to use in-game solutions (like guards and traps) - that just encourages the behavior you want to stop. After all, what is a guard or a trap but an obstacle to overcome; a challenge.

And you want to spend your time on the challenges that actually drive the campaign, not the ones you intend the players to never interact with.


Sent from my C6603 using EN World mobile app
 


Wumpus

First Post
Don't even try to use in-game solutions (like guards and traps) - that just encourages the behavior you want to stop. After all, what is a guard or a trap but an obstacle to overcome; a challenge.

But wouldn't an Ocean's Eleven sort of scenario be an entertaining adventure for some high level rogues? ;)
 

Eltab

Lord of the Hidden Layer
How else do you keep a gang of wild murderhobos from taking all of a 3rd level commoner's worldly goods and breaking your economy?
Do some IRL research on how gun shops prevent thefts.

A STR 24 barbarian idly spinning a Wand of Mage Armor between his fingers and walking around the store will make most PCs think twice. (But not all - sigh)
 

Thomas Bowman

First Post
The only real solution is not to play with wild murder-hobos.

Make a gentlemen's agreement with your players: they don't steal from vendors, you get to focus on the fun parts of the campaign.

Don't even try to use in-game solutions (like guards and traps) - that just encourages the behavior you want to stop. After all, what is a guard or a trap but an obstacle to overcome; a challenge.

And you want to spend your time on the challenges that actually drive the campaign, not the ones you intend the players to never interact with.


Sent from my C6603 using EN World mobile app
Why do you care what they do, your the DM, your not there to teach your players right from wrong, you not playing a game to teach your players a morality lesson, or are you? Sometimes players get into interesting adventures you had not even planned for them. Some players are natural born trouble makers and they make a whole lot of trouble for themselves due to the situations they create. Not all players have to be "Dudley Do Right" What do you do is a player decides to create a Rogue character and decides to play the rogue realistically as an outlaw by breaking the law? Sometime the law is an oppressive thing, maybe the law needs breaking.


Let me give you a more concrete example, let say in your world, your players live in a country where slavery is legal, many people own slaves, there are slave markets and auctioneers that sell slaves, and one of the players is a rogue who decides the law needs breaking, so he helps the slaves to escape.
 

CapnZapp

Legend
Why do you care what they do, your the DM, your not there to teach your players right from wrong, you not playing a game to teach your players a morality lesson, or are you? Sometimes players get into interesting adventures you had not even planned for them. Some players are natural born trouble makers and they make a whole lot of trouble for themselves due to the situations they create. Not all players have to be "Dudley Do Right" What do you do is a player decides to create a Rogue character and decides to play the rogue realistically as an outlaw by breaking the law? Sometime the law is an oppressive thing, maybe the law needs breaking.


Let me give you a more concrete example, let say in your world, your players live in a country where slavery is legal, many people own slaves, there are slave markets and auctioneers that sell slaves, and one of the players is a rogue who decides the law needs breaking, so he helps the slaves to escape.
Sorry to interrupt your ivory tower monologue, but let's face the basic fact of roleplaying - everybody is meant to have fun. Including the hard-working Dungeon Master.

Be high and mighty all you want, you still can't justify players who disregard the Dungeon Master's intent for the campaign.

One DM might have a very open-ended campaign, and there a player that ignores all the story leads to instead burglarize everyone might not present a problem at all, since the player isn't disregarding any DM intent. Maybe you're even that DM, and if so, all the best of luck to you.

But we're not talking about that DM in this thread.

If I come to you and say "let's play Rise of Tiamat" (or whatever) and you create a rogue and say "it is in my character's personality to ignore quests and instead rob everyone" then it is the most natural thing for me to say GTFO and good riddance. This is the sage advice I am imparting on the threadstarter: life is too short, and your DM efforts too precious, to even attempt solving the "let's rob the magic shoppe" problem, instead you just make sure you don't have that problem. :)

Thank you and have a nice day.
 

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