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How to handle "shopping"?
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<blockquote data-quote="kutulu" data-source="post: 4683812" data-attributes="member: 82459"><p>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.</p><p></p><p>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"?</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="kutulu, post: 4683812, member: 82459"] 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? [/QUOTE]
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