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Buy High, Sell Low is a Dumb Economic Model
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<blockquote data-quote="Loonook" data-source="post: 5816538" data-attributes="member: 1861"><p>A mercantile campaign works if you are going to have a group of individuals who are NOT just trading in magic items. There is an enormous amount of background in a mercantile campaign required, from hiring agents in various cities, using non-magic and magical forms of communication, willingness to travel, etc. I think that the average magical item merchant would do so as a lucrative side-venture as the instability inherent to a merchant's life should be in play. Ships go to sea never to return, caravans are ambushed, agents will be slain for that thousands of gold they carry on them. You also have to worry about the fact that most PCs are going to hoard their cash like stingy dragons. </p><p></p><p>Where do your PCs start in the supply chain? The procurement of magic items is like the raising of crops, building of homes, and running of a church. It is a business of trade, compromise, and hard work, and there will be a need for your so-called tomb raiders as much as you need strong bodies to protect your household and mages to make appraise your gains. Speculation, purchase, supply and demand, and the willingness to enter conflict will come into play, as a well-run mercantile house can become wealthy enough to sway the lives of an entire continent. You're looking to play the Medici, which would be an awesome campaign with the right kind of players <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5816538, member: 1861"] A mercantile campaign works if you are going to have a group of individuals who are NOT just trading in magic items. There is an enormous amount of background in a mercantile campaign required, from hiring agents in various cities, using non-magic and magical forms of communication, willingness to travel, etc. I think that the average magical item merchant would do so as a lucrative side-venture as the instability inherent to a merchant's life should be in play. Ships go to sea never to return, caravans are ambushed, agents will be slain for that thousands of gold they carry on them. You also have to worry about the fact that most PCs are going to hoard their cash like stingy dragons. Where do your PCs start in the supply chain? The procurement of magic items is like the raising of crops, building of homes, and running of a church. It is a business of trade, compromise, and hard work, and there will be a need for your so-called tomb raiders as much as you need strong bodies to protect your household and mages to make appraise your gains. Speculation, purchase, supply and demand, and the willingness to enter conflict will come into play, as a well-run mercantile house can become wealthy enough to sway the lives of an entire continent. You're looking to play the Medici, which would be an awesome campaign with the right kind of players :). Slainte, -Loonook. [/QUOTE]
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