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How do you determine Shop Inventory?
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<blockquote data-quote="Jdvn1" data-source="post: 5170334" data-attributes="member: 26424"><p>Like I said, "I think." I'm entitled to my opinion, right?</p><p>I have never seen such questions answered satisfactorily, killing suspension of disbelief for me. If your players are happy with your answers, that's great. Knowing much more about economics than most, I'm likely a bit pickier than most (and, I encourage my players to ask such questions too).</p><p>Stuff like this is sold almost exclusively to governments, and militaristic organizations, and at high volumes. A group of 5 people buying one bazooka is likely amazingly rare or it never happens. Just for a group of 5 people to get the right contacts in the first place to find these people would be very difficult. And then, after that, selection is an issue. Chances are, your characters wouldn't be able to find what specific item they were looking for.</p><p></p><p>D&D has other problems that don't exist nowadays--creation of such items doesn't occur in mass quantities. So, how were cannons sold? </p><p></p><p></p><p>Not or. The initial investment in the items requires a return on the products. If a product isn't selling, you don't carry the product.</p><p></p><p>If all that sells is low level scrolls and potions, then you aren't going to carry the stuff that doesn't sell. This is why FLGSs stop selling books and start selling cards.</p><p></p><p></p><p>This provides exactly the same problems. For <em>anyone</em> to put up the money, there has to be a return on the money. The sale price of magic items compared to the creation price makes this likely impossible. You'd have to greatly increase prices which (in my opinion, again) screws over the players. If you want to go back to the bazooka analogy, note that their cost greatly exceeds their cost-to-make.</p><p></p><p>And things that can hurt suspension of disbelief regarding magic item shops and magic users. There are some things that fantasy stories just don't go into.</p><p></p><p></p><p>I think that logical, deeply immersive worlds make for fun game--as a rule of thumb. But, the real world is more complicated that people care to learn, creating such a world would take advanced knowledge in a variety of fields, and it would still be flawed because not even experts can clearly explain everything much less emulate it.</p><p></p><p>For the record, I don't like or use the "because I said so" excuse either, and don't recommend people use it.</p></blockquote><p></p>
[QUOTE="Jdvn1, post: 5170334, member: 26424"] Like I said, "I think." I'm entitled to my opinion, right? I have never seen such questions answered satisfactorily, killing suspension of disbelief for me. If your players are happy with your answers, that's great. Knowing much more about economics than most, I'm likely a bit pickier than most (and, I encourage my players to ask such questions too). Stuff like this is sold almost exclusively to governments, and militaristic organizations, and at high volumes. A group of 5 people buying one bazooka is likely amazingly rare or it never happens. Just for a group of 5 people to get the right contacts in the first place to find these people would be very difficult. And then, after that, selection is an issue. Chances are, your characters wouldn't be able to find what specific item they were looking for. D&D has other problems that don't exist nowadays--creation of such items doesn't occur in mass quantities. So, how were cannons sold? Not or. The initial investment in the items requires a return on the products. If a product isn't selling, you don't carry the product. If all that sells is low level scrolls and potions, then you aren't going to carry the stuff that doesn't sell. This is why FLGSs stop selling books and start selling cards. This provides exactly the same problems. For [i]anyone[/i] to put up the money, there has to be a return on the money. The sale price of magic items compared to the creation price makes this likely impossible. You'd have to greatly increase prices which (in my opinion, again) screws over the players. If you want to go back to the bazooka analogy, note that their cost greatly exceeds their cost-to-make. And things that can hurt suspension of disbelief regarding magic item shops and magic users. There are some things that fantasy stories just don't go into. I think that logical, deeply immersive worlds make for fun game--as a rule of thumb. But, the real world is more complicated that people care to learn, creating such a world would take advanced knowledge in a variety of fields, and it would still be flawed because not even experts can clearly explain everything much less emulate it. For the record, I don't like or use the "because I said so" excuse either, and don't recommend people use it. [/QUOTE]
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