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The Case for a Magic Item Shop?
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<blockquote data-quote="rkwoodard" data-source="post: 6413889" data-attributes="member: 33228"><p>After going back and forth on this issue, and playing through versions/settings that go from one extreme to another, I have come to the conclusion that logically speaking there must be ways to get magic items during downtime. My reasoning can be explained ironically enough with Magic the Gathering and MMORPGs.</p><p></p><p>When M:TG came out in the 90s it was a big hit and there were some overly powerful very rare cards. It was impossible to obtain them without being super (unbelievably) lucky in buying booster packs. Almost immediately we saw secondary trading occur between players and comic shops started selling singles very early. In Middle Tennessee it was less than a year before shops dedicated a full class display case for singles. </p><p>MMORPGs: I have never played and don't know exactly how it works, but I know that people buy and sell their loot to each other over ebay and stuff. Imaginary Magic Items. </p><p></p><p>I doubt in most cases there are "Magic Marts" but if there is a thriving need for Adventurers, there is going to be a guild, or a black market or something to facilitate trading for items. </p><p></p><p>Of course, each DM should tailor the specifics. I like using the concept of Merchant Adventure Guilds (like the ones that really existed) but are revamped to include a place to trade stories, lore, and swap/trade spells, magic, and other "unusual" treasure. This does not work for all set-ups but it does work for most of my worlds.</p><p></p><p>RK</p></blockquote><p></p>
[QUOTE="rkwoodard, post: 6413889, member: 33228"] After going back and forth on this issue, and playing through versions/settings that go from one extreme to another, I have come to the conclusion that logically speaking there must be ways to get magic items during downtime. My reasoning can be explained ironically enough with Magic the Gathering and MMORPGs. When M:TG came out in the 90s it was a big hit and there were some overly powerful very rare cards. It was impossible to obtain them without being super (unbelievably) lucky in buying booster packs. Almost immediately we saw secondary trading occur between players and comic shops started selling singles very early. In Middle Tennessee it was less than a year before shops dedicated a full class display case for singles. MMORPGs: I have never played and don't know exactly how it works, but I know that people buy and sell their loot to each other over ebay and stuff. Imaginary Magic Items. I doubt in most cases there are "Magic Marts" but if there is a thriving need for Adventurers, there is going to be a guild, or a black market or something to facilitate trading for items. Of course, each DM should tailor the specifics. I like using the concept of Merchant Adventure Guilds (like the ones that really existed) but are revamped to include a place to trade stories, lore, and swap/trade spells, magic, and other "unusual" treasure. This does not work for all set-ups but it does work for most of my worlds. RK [/QUOTE]
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The Case for a Magic Item Shop?
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