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Does your campaign have magic shops?
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<blockquote data-quote="Rel" data-source="post: 1838181" data-attributes="member: 99"><p>I generally agree with this sentiment, Al (along with pretty much all the other points you've brought up in this thread). But I think there is a way to achieve this goal AND have some consistency in your game if you structure the campaign right.</p><p></p><p>What I did in my last campaign was to start the PC's off in a small, frontier town. There was a local wizard and he could craft some items for them if they wanted. But he was fairly lowly as wizards go and it was a "Big Deal" for him to make even minor items.</p><p></p><p>As the campaign progressed, they moved into other, more populated areas, where availability of magic items was better and the minor stuff could be had without much hassle. But the mid-range items were still more difficult to come by and may have required a bit of question or calling in of favors to get crafted.</p><p></p><p>Late in the campaign, as the PC's were reaching higher levels, they got access to Teleport and similar magics that allowed them to travel to the biggest city in the world. There they could obtain even the mid-range magic items with relative ease and it was only the big ticket items that would require great effort on their part. This was never really an issue because they didn't buy anything "big", instead getting the more powerful items from fallen foes and, notably, a sizable dragon hoard.</p><p></p><p>I'll point out that this was all largely accidental on my part. I wanted to start them in a rustic environment simply based on the story I had in mind and the possibilities for adventure that I planned to dangle down the road. The ability to keep magic item creation as somewhat of a "carrot on a stick" was a happy side effect. But it is something that I plan to keep in mind when designing future campaigns.</p></blockquote><p></p>
[QUOTE="Rel, post: 1838181, member: 99"] I generally agree with this sentiment, Al (along with pretty much all the other points you've brought up in this thread). But I think there is a way to achieve this goal AND have some consistency in your game if you structure the campaign right. What I did in my last campaign was to start the PC's off in a small, frontier town. There was a local wizard and he could craft some items for them if they wanted. But he was fairly lowly as wizards go and it was a "Big Deal" for him to make even minor items. As the campaign progressed, they moved into other, more populated areas, where availability of magic items was better and the minor stuff could be had without much hassle. But the mid-range items were still more difficult to come by and may have required a bit of question or calling in of favors to get crafted. Late in the campaign, as the PC's were reaching higher levels, they got access to Teleport and similar magics that allowed them to travel to the biggest city in the world. There they could obtain even the mid-range magic items with relative ease and it was only the big ticket items that would require great effort on their part. This was never really an issue because they didn't buy anything "big", instead getting the more powerful items from fallen foes and, notably, a sizable dragon hoard. I'll point out that this was all largely accidental on my part. I wanted to start them in a rustic environment simply based on the story I had in mind and the possibilities for adventure that I planned to dangle down the road. The ability to keep magic item creation as somewhat of a "carrot on a stick" was a happy side effect. But it is something that I plan to keep in mind when designing future campaigns. [/QUOTE]
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