DM Merchanting

Glade Riven

Adventurer
So I've started up a new Pathfinder campaign, and I've requested to players that buying and selling of stuff happen between sessions so that we can role-play more "importaint" things that don't involve any one specific character going shopping for 2 hours of game time. However, I have come up with an interesting role-playing scenario if players insist on buying and selling in-game - based off of watching a few too many episodes of Pawn Stars. Best thing, is that this should be able to work in any campaign system.

(PC tries to sell a +1 Rapier that no longer has an owner)

Reputable Merchant: "That's a nice blade. Where'd you get this?"

PC: "Um, well, there was this guy, and this thing, and then the rapier didn't have an owner anymore,"

Merchant: "Got any paperwork?"

PC: "Wait, what? Why do I need paperwork?"

Merchant: "Well, you see, something like this is custom made at the request of a client, usually a noble. This symbol here.." he points to a spot on the hilt "..signifies a specific house. Now, typically something like this can only be legitimatly sold on the open market with proper papers - usually the reciept from the origenal manufacturer and a title signing over possesion of the blade from the previous owner. Without that paperwork, I am taking a risk by purchasing this item, as I have no idea whether or not this is stolen property (Merchant prattles on about why he can't sell stole property if he is going to remain in business and out of jail)."

PC now has to find some unscrupuslous black-market vender, who is not going to pay near as much for the blade as it is worth - if anything, depending on PC actions and whether or not they start a fight. And so a new mini adventure begins.
 

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I'm of a split mind against this.

On one hand, it's flavorful and fairly accurate. Most merchants aren't going to let players dump random amounts of everything onto them, especially since most of the stuff will be obviously-used equipment, garbage, or things with an obviously stolen nature (like the rapier you mentioned). The kinds of merchants that buy these things are the medieval pawn shop, where you try to get a couple of bucks by selling junk. Naturally if somebody comes in there hollering and carrying on about how some brigand stole his +3 staff, or whatever, the merchant's in a world of hurt.

But something seems kind of off. If you're letting the other players get a free pass and trying to hassle the dude who's wasting free time by... wasting more free time? It doesn't make sense to me that the pawn shop owners will buy things when play time is off, and then you have a hard time selling things when play time is on.

I dunno, I like the idea, but the implementation seems funny to me.
 

I always assumed that's exactly why PCs get ripped off when they try to sell their loot: since their stuff is (effectively) stolen, they can only hock it on the black market, and the fence takes a big cut for his liquidity services.

In Shadowrun this is made fairly explicit.

Cheers, -- N
 


But something seems kind of off. If you're letting the other players get a free pass and trying to hassle the dude who's wasting free time by... wasting more free time? It doesn't make sense to me that the pawn shop owners will buy things when play time is off, and then you have a hard time selling things when play time is on.

Actually, it'll work the same - just without the extensive roleplaying as it's out-pf session. THey'll be getting the same amount. I'm going for the Buh-WAH?? effect just to mess with players that don't necessarally listen (I have one in the group).
 

In the right campaign with the right players this can work well. I used to run a Thieves World campaign that took place all in the city of Sanctuary. Before the game started I told the players to ignore all the price lists in the books. We haglled for everything, selling to merchants was tricky because you had to find fences to sell to, it was true to the tone and the atmosphere of the game we wanted to play.

But in my current campaign that is Freeport I wouldn't do this. It is more of a pain in the butt for the players and it would seem like I was punishing them.
 

Well, is this a campaign about 'killing monsters and taking their stuff?'

If not, that's a fine approach, otherwise I recommend against it.

Having said that, there's precendent for things like that:
E.g. in the Eberron setting you have to get a letter of marque to be allowed to plunder the ruins of Xen'drik and sell your finds.
 

In the game I'm playing in, there are disclosure laws. Anyone selling a item is obligated to tell the buyer if the item was taken off a dead body. It's a minor detail, but a good way to work interesting tidbits into equipment.
 

Seems good as explanation why the merchant only wants to give you 20% of RRP on the magic sword. The implication then is that successful negotiation could raise the sale price considerably, maybe to 50%.
 

Seems like nitpicking to me. :erm:

Sounds more like a plot hook, to me.

You kill a minor noble, take his stuff, and try to sell it. Someone recognizes where the stuff comes from - that means the noble has either been killed or robbed. You think he isn't going to weigh the advantages and disadvantages (and various changes to pricing) of doing business with you and/or ratting you out?
 

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