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<blockquote data-quote="DonTadow" data-source="post: 2719245" data-attributes="member: 22622"><p>Roleplaying is only as boring as you make it. Shopping can provide unique opportunities for obscure NPC interaction, especially when pcs are bringing items that could disrupt an econmoy. The first relationshisp a pc is going to build in a new place is with the merchants. This really becomes good when pcs visit towns more than once. Merchants are the first to encounter long lost treasure or gold coinage from other lands. It also provides a landscape for how politics filters into the town economy. There's just soo much there to give up on the current system because as DMs, we don't feel like doing the tracking. </p><p></p><p>Looting is not a bad thing, it's realistic in every war, raid reality. When whomever wins they raid the villages and take the valuables, even the heroes. Even though my current campaign is full of anti-heroes, we had a hero cleric a bit ago and her thing was reliquishing the items from evil. If the items were left there, she felt that she was not doing her place to liberate the items for her god. </p><p></p><p>Anything in the game will be tedious and boring if you don't input the RPG flavor into it. (Thinking of another thread) If you just put a puzzle in front of your players and say solve it, then you're turning your rpg session into a crossword puzzle, but if you integrate it well and don't break from the fantasy of the world, it comes across as an oddity for the pcs to solve. The same with shopping and looting, if you turn it into a game of Acquire it'll be acquire, but if you keep the rpg flavor youll be surprised at how flexible it can be.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 2719245, member: 22622"] Roleplaying is only as boring as you make it. Shopping can provide unique opportunities for obscure NPC interaction, especially when pcs are bringing items that could disrupt an econmoy. The first relationshisp a pc is going to build in a new place is with the merchants. This really becomes good when pcs visit towns more than once. Merchants are the first to encounter long lost treasure or gold coinage from other lands. It also provides a landscape for how politics filters into the town economy. There's just soo much there to give up on the current system because as DMs, we don't feel like doing the tracking. Looting is not a bad thing, it's realistic in every war, raid reality. When whomever wins they raid the villages and take the valuables, even the heroes. Even though my current campaign is full of anti-heroes, we had a hero cleric a bit ago and her thing was reliquishing the items from evil. If the items were left there, she felt that she was not doing her place to liberate the items for her god. Anything in the game will be tedious and boring if you don't input the RPG flavor into it. (Thinking of another thread) If you just put a puzzle in front of your players and say solve it, then you're turning your rpg session into a crossword puzzle, but if you integrate it well and don't break from the fantasy of the world, it comes across as an oddity for the pcs to solve. The same with shopping and looting, if you turn it into a game of Acquire it'll be acquire, but if you keep the rpg flavor youll be surprised at how flexible it can be. [/QUOTE]
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