How do you handle selling magic items in your campaign? (New question on page 4)

I try to minimise economics stuff, I find it pretty boring & best abstracted to die rolls. I'm glad our Midnight GM minimises the barter-for-everything aspect of that setting.
 

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The Thayan Menace said:
You know, players really like shopping for cool things. I am very curious though: About how much time (on average) do your players spend on economic activities per gaming session?

Oh, maybe one session in six or seven. They have investments scattered across their home country including trade caravans, a bond from a township, and a number of personal loans. They have some land bequeathed to them and several minor tax exemptions.

It's not the focus of the game but it is kinda like buying lottery tickets and seeing how well they do.


With us, business transactions account for roughly 10%-15% of our total session (approximately 1.5 hours). We could probably speed up this process, but my players really seem to like this level of campaign pacing for some reason. Plus, we are playing a very urban-oriented campaign (in the Thayan metropolis of Bezantur). Perhaps it is the roleplaying "depth" or "texture" inherent in our particular FRCS setting that allows us to enjoy commercial transactions more.

My DL game is mostly non-urban, but they have a number of cities they visit regularly. Amazingly, the places they visit the least are their hometown and the town they own property in.
 

Session Purchase Ratio

Okay.

With an average game session of ten hours, we spend approximately one session in ten attending to strictly commercial matters.
 
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A Connection Bewteen Player Age & In-Game Investments?

Not to hog the board, but I was really curious about something:

Is there a significant connection between the age of a player and the amount of time they use roleplaying financial matters?

My current assumption is that older players tend to prefer roleplaying commerce while younger ones would rather to get to the "meat" of an adventure as quickly as possible.

Is this a case of old-school gamers inadvertently bringing their office work to the gaming table?

Maybe all that stress about refinancing the house is manifesting itself in odd ways.

Still, I am willing to bet that older players are simply more experienced regarding financial matters and wish to bring that experience to the game for purposes of verisimilitude.

What do you folks think?
 

A Gaming Schedule Akin to the Wheel of Pain

marketingman said:
Ten hours a session how many sessions a month? You guys have got to be under 25,

I know the old record at the store is 96 but we had 5 DMs.

No, we're just fanatics.

What can I say? We play hardcore.

We are fairly young though; our average table age is 32 (oldest player: 34; youngest: 30).

Still, to be fair ... only one of us has a kid on the way, so we have the free time.

Also, we play every other Sunday.

Oddly enough, we are all college graduates (most of us with responsible jobs):

(2) Lawyers (incl. a Deputy District Attorney)
(1) Government Agent for the Dept. of Transportation
(1) High-School Teacher
(1) Social Worker
(1) English Graduate Student

A Question for you though: Did you guys put out a cool article on the fey and the evolution of D&D languages, or was that someone else?
 
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Now it makes sense for the following reason to me.

Time wise it breaks down to 4 hours per week per month remember to divide by4.3.
The lawyer likes the contract part because he will oratate and he is looking for the screw, added benefit is he can kill those who violate the contract or best him in his argument in the game. Having gmed several in the past.

The Social Worker and Govermewnt Agent are use to getting things set up for the long haul with project that can take years even before they are approved. So the realative ease of setting things up in the game and seeing them thought is what they enjoy,

The teacher is concerned about the future and is looking at his own retirement and is roleplaying gettin ghte money that he is concerned about vias the game.

English Grad is looking at the number of interaction with the NPC's to get the world feel of a good novel at looks to adventuring and trade has one more step to the end of a good book.

I guess it just my Parkinson that has limited my time but after 3 hours I am very tired and I figured that if the movies are2 to 3 hours a nice tight session should be to.

With 12 issues under our belt and the big number 13 eaxh 50 to 80 pages we could have been I check with Dana and find out what issue it is in adnlet you know.
 

The Ideal Balance of Game Time & Commerce

Your crystal ball is only slightly muddled; you are very perceptive for a diviner.

Really, I am impressed.

Still, as a former market research assistant, I would expect nothing less.

Regarding our impacted gaming schedule:

Personally, I would prefer to DM shorter adventuring sessions with greater frequency than to do it all in a hardcore fashion twice a month.

I would also prefer to handle all major commercial transactions outside of game time.

However, due to our varied schedules ... we must make due with cram sessions every other Sunday and handle most of our commercial transactions in-game.
 
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Thayan - I'd say at our game there was zero corellation between interest in 'financial matters' and player age, it's just a personality thing.
 

Depends on the campaign.

I'll have magic-marts; they really don't stress any verisimilitude for me. Sell what you find at half value, and buy what you want -- DM don't care.

But my more recent campaigns have been item-light, and so have had more inherent powers than magic items. Here, buying magic items would stress the verisimilitude, so I don't have shops...but they also don't get a lot of items or gold, instead choosing a path of powers that I grant them (based on the deity they worship), and the ability to easily craft their own items (using the Craft Points system in Unearthed Arcana).
 

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