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Does your campaign have magic shops?
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<blockquote data-quote="random user" data-source="post: 1829579" data-attributes="member: 16581"><p>Sorry, I realized that I didn't explain that well enough right after I posted, and did an edit.</p><p></p><p>Basically, I think that some amount of desire is good; it's what motivates the characters. So if my player hears about an special weapon in some crypt and wants to explore it, or something similar, I'm all for that.</p><p></p><p>But I think the scale has tipped too much when my player starts looking at all his items, and starts trying to figure out what he could have instead, and he's never happy with what he has.</p><p></p><p>With feats, levels, etc. the player knows they are coming pro forma, so they can savor their current status and be content that "when it comes, it will come." Nothing they do aside from accruing xp will affect that.</p><p></p><p>With items, the players think the items will never come, or come more slowly if they don't take a guiding hand in it. They are rarely content with what they have; even when they buy a new toy, they are then wondering how long they need to use it before they can turn it in for something even shinier.</p><p></p><p></p><p>It's just a matter of degree.</p><p></p><p>Sorry, another edit as I think of it. The other thing is that their desire for change is often for incremental changes. If someone wants to swap a +2 belt of strength for a +2 neck of wisdom (and pay a commission if necessary), I have two options:</p><p></p><p>1. I can simply allow them to find one without problem, in which case the treasure I place is seen as interchangable and non-binding and basically just money in a different form</p><p></p><p>2. I can make them quest / roleplay / whatever, which is kind of silly to make every single transaction to do, especially for something so minor. </p><p></p><p>(Note that if I say that the item can't be traded here, in essence that's just a "quest" to find that transaction in a different city, or to find someone who will make it on commission etc)</p><p></p><p>If a magic shop hadn't existed, instead of giving the belt of strength to the cleric and knowing that he could probably just swap it out for something else later, they would have just given it to the fighter and be done with it. (To clarify, I'm sure the cleric in this hypothetical example would allow the fighter to use the belt until he managed to trade it.)</p><p></p><p>This is also an example of how my players focus on what they want (the neck of wis +2 , or a ring of prot +1, etc etc) instead of being happy with what they have (the +2 belt of str).</p></blockquote><p></p>
[QUOTE="random user, post: 1829579, member: 16581"] Sorry, I realized that I didn't explain that well enough right after I posted, and did an edit. Basically, I think that some amount of desire is good; it's what motivates the characters. So if my player hears about an special weapon in some crypt and wants to explore it, or something similar, I'm all for that. But I think the scale has tipped too much when my player starts looking at all his items, and starts trying to figure out what he could have instead, and he's never happy with what he has. With feats, levels, etc. the player knows they are coming pro forma, so they can savor their current status and be content that "when it comes, it will come." Nothing they do aside from accruing xp will affect that. With items, the players think the items will never come, or come more slowly if they don't take a guiding hand in it. They are rarely content with what they have; even when they buy a new toy, they are then wondering how long they need to use it before they can turn it in for something even shinier. It's just a matter of degree. Sorry, another edit as I think of it. The other thing is that their desire for change is often for incremental changes. If someone wants to swap a +2 belt of strength for a +2 neck of wisdom (and pay a commission if necessary), I have two options: 1. I can simply allow them to find one without problem, in which case the treasure I place is seen as interchangable and non-binding and basically just money in a different form 2. I can make them quest / roleplay / whatever, which is kind of silly to make every single transaction to do, especially for something so minor. (Note that if I say that the item can't be traded here, in essence that's just a "quest" to find that transaction in a different city, or to find someone who will make it on commission etc) If a magic shop hadn't existed, instead of giving the belt of strength to the cleric and knowing that he could probably just swap it out for something else later, they would have just given it to the fighter and be done with it. (To clarify, I'm sure the cleric in this hypothetical example would allow the fighter to use the belt until he managed to trade it.) This is also an example of how my players focus on what they want (the neck of wis +2 , or a ring of prot +1, etc etc) instead of being happy with what they have (the +2 belt of str). [/QUOTE]
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