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"Auction-style" magic shoppes
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<blockquote data-quote="SmokeyCriminal" data-source="post: 7135995" data-attributes="member: 6876146"><p>The Auction System looks really fun and unique. </p><p></p><p>The only thing that I can think of suggesting is concerning the the shop Tier system. Having 10 shops - 1 tier I, 2 tier II, 3 tier III, and 4 tier IV - means that you will have to create 10 separate 'menus' and keep track of them independently for each individual shop that will be in individual locations. If each shop has 5 items on their menu, then that means you'll need to to roll and add to the spread sheet 50 items, plus about 5 more to have ready for when the items are sold/drop out. That feels like a Ton of prep work, especially for someone that isn't great with spreadsheets.</p><p></p><p>Have you considered "franchising" the shops by tier? so that all the tier IV shops are selling the same 'menu'. so if u go to shop A, and then to shop B, they're selling the exact same items, and when u buy them they get teleported to the shop. That way you only need to make one menu for each tier, and it makes it so you can add or subtract as many shops as you see fit without any repercussion. So if you decide that maybe it makes sense that a tier II shop would be in this new town, you can just plop it down on the spot without worrying about creating a new 'menu' or the ramifications of having 5 more tear II magical items in the world.</p><p></p><p>Also it'll completely prevent any City-Hopping-Shopping-Montages. It'll prevent the party from having to worry about going back to that city after every adventure because that one Player wants to see what the new price for that +1 Sword is now, or because they think they can afford it now. So instead of spending x days traveling back to the town, checking, and seeing its still too high, then spending x days to get back to where they were, you can just plop a shop in the town they are already in, so he can check up on the +1 sword.</p><p></p><p>Plus it'll really sell the feeling of items rotating and prices changing because every single time they find a tier III shop, they will see the different prices. If they find two new shops then they'll just see 10 new items, which just makes it feel like a regular Magic shop.</p><p></p><p>It's also less book keeping for the Players. They wont need to remember that "The +1 sword is in Tier VI shop in Waterdeep and not in Phlan. Phlan had the +1 axe, or was it the +1 spear and Phandelver had the +1 axe? let me check my notes." They just need to remember that a tier VI shop had it and there's tier IV shops in so-and-so cities.</p><p></p><p>You can also create two 'menus.' One can be a legitimate business and the other 'menu' can be a back market 'menu.' so you can have a "good" and "bad" set of magical items for sell.</p><p></p><p>The downside to system would be that it has a 'videogame' vibe to it. But if you can get past that it feels more streamlined and simple and requires less work upfront.</p></blockquote><p></p>
[QUOTE="SmokeyCriminal, post: 7135995, member: 6876146"] The Auction System looks really fun and unique. The only thing that I can think of suggesting is concerning the the shop Tier system. Having 10 shops - 1 tier I, 2 tier II, 3 tier III, and 4 tier IV - means that you will have to create 10 separate 'menus' and keep track of them independently for each individual shop that will be in individual locations. If each shop has 5 items on their menu, then that means you'll need to to roll and add to the spread sheet 50 items, plus about 5 more to have ready for when the items are sold/drop out. That feels like a Ton of prep work, especially for someone that isn't great with spreadsheets. Have you considered "franchising" the shops by tier? so that all the tier IV shops are selling the same 'menu'. so if u go to shop A, and then to shop B, they're selling the exact same items, and when u buy them they get teleported to the shop. That way you only need to make one menu for each tier, and it makes it so you can add or subtract as many shops as you see fit without any repercussion. So if you decide that maybe it makes sense that a tier II shop would be in this new town, you can just plop it down on the spot without worrying about creating a new 'menu' or the ramifications of having 5 more tear II magical items in the world. Also it'll completely prevent any City-Hopping-Shopping-Montages. It'll prevent the party from having to worry about going back to that city after every adventure because that one Player wants to see what the new price for that +1 Sword is now, or because they think they can afford it now. So instead of spending x days traveling back to the town, checking, and seeing its still too high, then spending x days to get back to where they were, you can just plop a shop in the town they are already in, so he can check up on the +1 sword. Plus it'll really sell the feeling of items rotating and prices changing because every single time they find a tier III shop, they will see the different prices. If they find two new shops then they'll just see 10 new items, which just makes it feel like a regular Magic shop. It's also less book keeping for the Players. They wont need to remember that "The +1 sword is in Tier VI shop in Waterdeep and not in Phlan. Phlan had the +1 axe, or was it the +1 spear and Phandelver had the +1 axe? let me check my notes." They just need to remember that a tier VI shop had it and there's tier IV shops in so-and-so cities. You can also create two 'menus.' One can be a legitimate business and the other 'menu' can be a back market 'menu.' so you can have a "good" and "bad" set of magical items for sell. The downside to system would be that it has a 'videogame' vibe to it. But if you can get past that it feels more streamlined and simple and requires less work upfront. [/QUOTE]
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