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Banks and how to deal with them
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<blockquote data-quote="Vartan" data-source="post: 5292835" data-attributes="member: 26155"><p>I'm going to go out on a limb and assume that your PCs are "above the curve" in your world as far as how much magic is available <em>to them</em>, and they're probably fairly powerful hero-types. My advice is for you to reconsider allowing them to use the "Arcane Mark" system they came up with, but make it fit into the context of your less-magical setting. For instance:</p><p></p><p>1. They need to find a banker willing to enter in to such an arrangement with them. This might require some bank-shopping on their part and even an extra fee for making such an unorthodox arrangement. </p><p></p><p>2. Even if the bank had "branches" in an isolated/rural area where magic is regarded as especially strange or evil, trying to make a deopsit or withdrawal in such an area might attract unwanted attention, or be refused altogether, so the PCs would need to do be selective about where they do their banking.</p><p></p><p>3. The use of such an unusual method of identity verification might attract good attention, too. A merchant who saw or heard of them invoking the Arcane Mark might try to hire them to take care of an adventure-worthy problem for him.</p><p></p><p>Letting them use the Arcane Mark rewards their ingenuity, makes them feel more "special" when compared to the rest of the people in your world (they are, aren't they?) and actually gives you a chance to play up the rarity of magic in your setting. It could even be the source of several plot hooks, if you like. It's like having a stone wit Continual Light cast on it: it can be cool for the PCs to have, and it's within their capabilities, but their use of the stone doesn't mean that the things will end up lighting every street in your campaign world. Give it some thought.</p></blockquote><p></p>
[QUOTE="Vartan, post: 5292835, member: 26155"] I'm going to go out on a limb and assume that your PCs are "above the curve" in your world as far as how much magic is available [I]to them[/I], and they're probably fairly powerful hero-types. My advice is for you to reconsider allowing them to use the "Arcane Mark" system they came up with, but make it fit into the context of your less-magical setting. For instance: 1. They need to find a banker willing to enter in to such an arrangement with them. This might require some bank-shopping on their part and even an extra fee for making such an unorthodox arrangement. 2. Even if the bank had "branches" in an isolated/rural area where magic is regarded as especially strange or evil, trying to make a deopsit or withdrawal in such an area might attract unwanted attention, or be refused altogether, so the PCs would need to do be selective about where they do their banking. 3. The use of such an unusual method of identity verification might attract good attention, too. A merchant who saw or heard of them invoking the Arcane Mark might try to hire them to take care of an adventure-worthy problem for him. Letting them use the Arcane Mark rewards their ingenuity, makes them feel more "special" when compared to the rest of the people in your world (they are, aren't they?) and actually gives you a chance to play up the rarity of magic in your setting. It could even be the source of several plot hooks, if you like. It's like having a stone wit Continual Light cast on it: it can be cool for the PCs to have, and it's within their capabilities, but their use of the stone doesn't mean that the things will end up lighting every street in your campaign world. Give it some thought. [/QUOTE]
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