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General Tabletop Discussion
*TTRPGs General
How to handle adventuring loot outside of a strong economy?
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<blockquote data-quote="uzirath" data-source="post: 8126932" data-attributes="member: 8495"><p>I like this option. I tend to play fantasy games with GURPS rules which allow you to gain advantages in play. So you might offer a magical axe to the champion of the village and gain an ally ("I'll help you on your next quest"), a claim to hospitality ("you can stay in our village for free whenever you come through here"), a contact (the shaman is thrilled to study the magical thingy and will happily assist you in future research or mystical questions), or even a patron (the chief names you as his sacred warriors and sponsors further quests). I have always found that this sort of thing makes the campaign world a lot richer. Pretty soon the characters have connections all over the place.</p><p></p><p>In addition, although the local people may not produce the sorts of advanced magical items that the PCs want, they may be great sources of information about other quests and mystical locations. So instead of selling your +1 axe and buying a +1 sword at Ye Olde Magic Shoppe, you come to the village and trade the +1 axe in for information about the tomb of the famous sword-wielding hero of yore.</p></blockquote><p></p>
[QUOTE="uzirath, post: 8126932, member: 8495"] I like this option. I tend to play fantasy games with GURPS rules which allow you to gain advantages in play. So you might offer a magical axe to the champion of the village and gain an ally ("I'll help you on your next quest"), a claim to hospitality ("you can stay in our village for free whenever you come through here"), a contact (the shaman is thrilled to study the magical thingy and will happily assist you in future research or mystical questions), or even a patron (the chief names you as his sacred warriors and sponsors further quests). I have always found that this sort of thing makes the campaign world a lot richer. Pretty soon the characters have connections all over the place. In addition, although the local people may not produce the sorts of advanced magical items that the PCs want, they may be great sources of information about other quests and mystical locations. So instead of selling your +1 axe and buying a +1 sword at Ye Olde Magic Shoppe, you come to the village and trade the +1 axe in for information about the tomb of the famous sword-wielding hero of yore. [/QUOTE]
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How to handle adventuring loot outside of a strong economy?
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