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DMs against the Magical Wal-Mart
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<blockquote data-quote="omnimpotent" data-source="post: 1433666" data-attributes="member: 9162"><p>I'm fond of the organised crime fencing system myself. Most of the magical goodies players try to unload are of dubious provenance. There's what I would consider a real risk that said items are hot. Thus, it would be difficult to be an honest dealer in magical items. (This is also true for gems, jewelery, and art objects, but that isn't really our topic today)</p><p></p><p>Also, you would need a big investment in stock to deal such items, and a supply of ready cash to purchase said items. This lends itself rather well to a wealthy organisation.</p><p></p><p>With all that cash and expensive merchandise, security is an issue. Ideally, you want the kind of security that is intimidating, to discourage theft & stickups, dangerous, to stop those witless enough to ignore intimidating security, and capable of mounting recovery/revenge missions in case some sort of robbery is successful. This would suggest a dangerous organisation, who aren't terribly concerned about some of the niceties of law. It also rather discourages a "storefront" type operation, more of a "talk to the bartender" or "guy on a streetcorner" arrangement, where the goods are not on location. Thus, only the items in question will be available, and only after an arrangement.</p><p></p><p>Orders can be made through the front man, who can then check with an inventory on hand, maybe inventories held by allied operations in other areas, contacts in town of people who make items or may have them kicking around (retired adventurer or needy noble types and whatnot), or maybe an operation can be conducted to acquire a requested item from an "unwilling donor." As GM, you can still decide what items will be available, and can have the agent return with a counteroffer for a similar item if the requested item doesn't suit his campaign.</p><p></p><p>This creates a neat little circle of buying, stealing, and selling items, which can have adventure spinoffs like having a PC's item stolen for sale to unwitting third party, PC's as the unwitting third party purchasing a hot item whose owner manages to recognise or track it, or PC's hired to acquire an item from an "unwilling donor". Plus, stealing from and avoiding the wrath of the magic mob has possibilities if your PC's are of a larcenous bent.</p><p></p><p>On top of that, you can get your Godfather/Sopranos roleplaying fix even in a D&D game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="omnimpotent, post: 1433666, member: 9162"] I'm fond of the organised crime fencing system myself. Most of the magical goodies players try to unload are of dubious provenance. There's what I would consider a real risk that said items are hot. Thus, it would be difficult to be an honest dealer in magical items. (This is also true for gems, jewelery, and art objects, but that isn't really our topic today) Also, you would need a big investment in stock to deal such items, and a supply of ready cash to purchase said items. This lends itself rather well to a wealthy organisation. With all that cash and expensive merchandise, security is an issue. Ideally, you want the kind of security that is intimidating, to discourage theft & stickups, dangerous, to stop those witless enough to ignore intimidating security, and capable of mounting recovery/revenge missions in case some sort of robbery is successful. This would suggest a dangerous organisation, who aren't terribly concerned about some of the niceties of law. It also rather discourages a "storefront" type operation, more of a "talk to the bartender" or "guy on a streetcorner" arrangement, where the goods are not on location. Thus, only the items in question will be available, and only after an arrangement. Orders can be made through the front man, who can then check with an inventory on hand, maybe inventories held by allied operations in other areas, contacts in town of people who make items or may have them kicking around (retired adventurer or needy noble types and whatnot), or maybe an operation can be conducted to acquire a requested item from an "unwilling donor." As GM, you can still decide what items will be available, and can have the agent return with a counteroffer for a similar item if the requested item doesn't suit his campaign. This creates a neat little circle of buying, stealing, and selling items, which can have adventure spinoffs like having a PC's item stolen for sale to unwitting third party, PC's as the unwitting third party purchasing a hot item whose owner manages to recognise or track it, or PC's hired to acquire an item from an "unwilling donor". Plus, stealing from and avoiding the wrath of the magic mob has possibilities if your PC's are of a larcenous bent. On top of that, you can get your Godfather/Sopranos roleplaying fix even in a D&D game. :cool: [/QUOTE]
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