kitsune9
Adventurer
Make the Shopping an Encounter in of Itself
If you want shopping to be a little more interesting, I would write up encounters (not necessarily combat-oriented) that offer clues, tidbits to future adventures, or simply just text-box that adds to the atmosphere of the shopping. Players may think there onto something in their foray into market but actually, it's just a way to keep their interest and get them engaged.
Also, use the encounters to create a general goods store that is a one-stop shopping and make the set-up like the following:
1. The Players indicate to the DM what they want to buy as one big list.
2. The DM then tells the PC's of a merchant, store, guild that is likely to have the items.
3. The DM has box text to describe the place, the merchant, etc. He has some items, maybe all of them, etc. The PC's can roleplay it out.
4. Add twists to the encounter by telling having some items not easily available and that the PC's must do the following:
a. Go see another merchant who has the item they need, but he's not likely to part with it. Get ready to really barter for it. Use this for powerful items.
b. An adventurer had just bought it. Maybe it's the PC's rivals or good friend. Maybe he'll sell it for a higher price. Maybe the PC's will just kill him and loot his butt.
c. The guild/merchant doesn't have the item, but they need a job done first and will have it available. This should be a short excursion, not a full-fledged adventure (though the DM could do it if wanted to).
In my campaign, I don't do any of this because my players are not role players for haggling over prices or buying stuff. Also, they would easily get derailed in the current adventure since none of them take notes, so I don't want to add to the confusion. In my campaign, we have pre-defined GP limits of what they can buy (similar to the RPGA standards of Living Greyhawk) and in between adventures they just buy their stuff, record it on their character sheets and we're done.
Another reason why players get bored with shopping is that in my experience, as soon as they get into a city or town, they split up. One guy goes to the armor smith, one guy goes to the temple, another goes to a tavern, another goes shopping. When you deal with one guy at a time, it is inevitable that one player will end up hogging the spotlight because of haggling, questions, etc and everyone else just sits. Try to keep the players together for whatever reason or at least very close by each other. If they do split up, keep a timer on interacting with each separate party so that one person doesn't end up taking too much time.
Happy gaming.
I'm in the early phases of my first D&D 4e campaign, and my first campaign as DM since college, and my current batch of players are much more "serious" about D&D than any previous party. To try and keep them engaged, I've been making an effort to play out, either RP or mechanically, things I used to just gloss over. The next major milestone in my DM evolution will be when my players get to the big city with pockets full of gold pieces.
In previous campaigns I would just let me players tell me "I bought x, y, and z while everyone was sleeping", but it seems unrealistic to me that every little town or village would have everything for sale in the PHB and AV. On the other hand, handing the players inventory lists for every store in Brindol seems to go too far the other way. And what about magic items -- can I just assume any magic item the players can come up with can be made at "the magic item store"?
How can I make a more reasonable shopping experience without boring the crap out of the whole table? Or is it even worth the effort?
If you want shopping to be a little more interesting, I would write up encounters (not necessarily combat-oriented) that offer clues, tidbits to future adventures, or simply just text-box that adds to the atmosphere of the shopping. Players may think there onto something in their foray into market but actually, it's just a way to keep their interest and get them engaged.
Also, use the encounters to create a general goods store that is a one-stop shopping and make the set-up like the following:
1. The Players indicate to the DM what they want to buy as one big list.
2. The DM then tells the PC's of a merchant, store, guild that is likely to have the items.
3. The DM has box text to describe the place, the merchant, etc. He has some items, maybe all of them, etc. The PC's can roleplay it out.
4. Add twists to the encounter by telling having some items not easily available and that the PC's must do the following:
a. Go see another merchant who has the item they need, but he's not likely to part with it. Get ready to really barter for it. Use this for powerful items.
b. An adventurer had just bought it. Maybe it's the PC's rivals or good friend. Maybe he'll sell it for a higher price. Maybe the PC's will just kill him and loot his butt.
c. The guild/merchant doesn't have the item, but they need a job done first and will have it available. This should be a short excursion, not a full-fledged adventure (though the DM could do it if wanted to).
In my campaign, I don't do any of this because my players are not role players for haggling over prices or buying stuff. Also, they would easily get derailed in the current adventure since none of them take notes, so I don't want to add to the confusion. In my campaign, we have pre-defined GP limits of what they can buy (similar to the RPGA standards of Living Greyhawk) and in between adventures they just buy their stuff, record it on their character sheets and we're done.
Another reason why players get bored with shopping is that in my experience, as soon as they get into a city or town, they split up. One guy goes to the armor smith, one guy goes to the temple, another goes to a tavern, another goes shopping. When you deal with one guy at a time, it is inevitable that one player will end up hogging the spotlight because of haggling, questions, etc and everyone else just sits. Try to keep the players together for whatever reason or at least very close by each other. If they do split up, keep a timer on interacting with each separate party so that one person doesn't end up taking too much time.
Happy gaming.