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Do *Players* like to buy magic items?
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<blockquote data-quote="kigmatzomat" data-source="post: 1389798" data-attributes="member: 9254"><p>I've been using this idea for about 3 years in my game and it works out really well. For one thing, it puts the characters in a role other than "guy who kills monsters." IMC, the players have bought permits and act as merchants at the fair, hawking the loot they've picked up. I tend to have treasures fairly high in art or masterwork items so they interact with a wide variety of people. The handfulls of 3gp rings are sold to the commoners, the platinum flatware goes to the merchants, the amateur historian priest buys the golden icons and the guardsmen and mercenaries buy the weapons & armors. </p><p></p><p>At the same time, the thieves guild is deputized to act as guards giving the party rogue something to do while the cleric is making converts with his "free ale and candy" stand. The bard, of course, enjoys the crowds and acquiring stalkers (Danged rolls in the mid-high 30's.) </p><p></p><p>I've discovered that by having them hold onto the treasure for a few months causes it not to be "coin waiting to happen." The tapestries get stored in their house. They spend the winter in the house and think "Hey, why don't I put those tapestries up on the wall?" When the fair comes if they don't actively need cash they often decide against selling it and thus their house starts to look like a home. It also looks suspiciously like the place they got the treasure from in the first place. </p><p></p><p></p><p></p><p>For the first time, my players actually got to sell something at the auction. They were so happy to be on the "in" with the big boys. Afterwards several of the players were convinced to begin investing in merchant caravans "rather than hide their coin like well-armed dire squirrels." Ahh, the plot-hooks to come from that....</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1389798, member: 9254"] I've been using this idea for about 3 years in my game and it works out really well. For one thing, it puts the characters in a role other than "guy who kills monsters." IMC, the players have bought permits and act as merchants at the fair, hawking the loot they've picked up. I tend to have treasures fairly high in art or masterwork items so they interact with a wide variety of people. The handfulls of 3gp rings are sold to the commoners, the platinum flatware goes to the merchants, the amateur historian priest buys the golden icons and the guardsmen and mercenaries buy the weapons & armors. At the same time, the thieves guild is deputized to act as guards giving the party rogue something to do while the cleric is making converts with his "free ale and candy" stand. The bard, of course, enjoys the crowds and acquiring stalkers (Danged rolls in the mid-high 30's.) I've discovered that by having them hold onto the treasure for a few months causes it not to be "coin waiting to happen." The tapestries get stored in their house. They spend the winter in the house and think "Hey, why don't I put those tapestries up on the wall?" When the fair comes if they don't actively need cash they often decide against selling it and thus their house starts to look like a home. It also looks suspiciously like the place they got the treasure from in the first place. For the first time, my players actually got to sell something at the auction. They were so happy to be on the "in" with the big boys. Afterwards several of the players were convinced to begin investing in merchant caravans "rather than hide their coin like well-armed dire squirrels." Ahh, the plot-hooks to come from that.... [/QUOTE]
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