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I gave my players too much gold
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<blockquote data-quote="redrick" data-source="post: 6581679" data-attributes="member: 6777696"><p>I'd go with [MENTION=158]Henry[/MENTION] on this. I'm not saying that a fantasy world <em>needs</em> to have magic shops, and I'm certainly not saying that these magic shops would have as many magic items on hand as a downtown jeweler, but the idea that security concerns alone should keep a retail outfit from selling magic items seems odd to me. Adventurers aren't the only people capable of using magic! A store selling exceptionally powerful magic items (probably a one-of-a-kind type deal, located in a major city overflowing with the 1%, maybe a fantasy Dubai) would employ exceptionally powerful security. Patrons might require some sort of official introduction, but they might also merely have to put down a substantial cash deposit and go through extensive security screening before actually getting to the show-room. I'm sure lots of golems would be on hand, as well as various enchantments protecting against teleporting. One can run a store that is "open to the public" and still have more security than a liquor store.</p><p></p><p>I've also had disreputable purveyors of magic items, whose items didn't always do what they said they'd do. I set up a "used trinket store" in the Keep on the Borderlands that sole various minor magical items. 50% of the items were actually non-magical, while many of the items had negative intrinsics that were never mentioned. (For instance, a <em>cloak of invisibility to dark-vision</em> that glowed bright blue in the presence of Orcs.) I didn't run with it all the way, because I felt bad for totally screwing my players over with no warning. If I were to do it again, I'd make sure that the first item failure was minor and comical, setting up idea that maybe Bob's Used Trinket Warehouse wasn't exactly on the level.</p><p></p><p>The magic supplies shop in my current town has various alchemical supplies in the main storehouse, as well as some potions of alchemical healing, and then a well-secured back room with 4 uncommon magic items. Not exactly the score of the century.</p><p></p><p>That being said, there are a lot of great ideas above about other ways to induce my player characters to spend money in flavorful ways, and I'll definitely work on some adventure ideas with that sort of thinking.</p></blockquote><p></p>
[QUOTE="redrick, post: 6581679, member: 6777696"] I'd go with [MENTION=158]Henry[/MENTION] on this. I'm not saying that a fantasy world [I]needs[/I] to have magic shops, and I'm certainly not saying that these magic shops would have as many magic items on hand as a downtown jeweler, but the idea that security concerns alone should keep a retail outfit from selling magic items seems odd to me. Adventurers aren't the only people capable of using magic! A store selling exceptionally powerful magic items (probably a one-of-a-kind type deal, located in a major city overflowing with the 1%, maybe a fantasy Dubai) would employ exceptionally powerful security. Patrons might require some sort of official introduction, but they might also merely have to put down a substantial cash deposit and go through extensive security screening before actually getting to the show-room. I'm sure lots of golems would be on hand, as well as various enchantments protecting against teleporting. One can run a store that is "open to the public" and still have more security than a liquor store. I've also had disreputable purveyors of magic items, whose items didn't always do what they said they'd do. I set up a "used trinket store" in the Keep on the Borderlands that sole various minor magical items. 50% of the items were actually non-magical, while many of the items had negative intrinsics that were never mentioned. (For instance, a [I]cloak of invisibility to dark-vision[/I] that glowed bright blue in the presence of Orcs.) I didn't run with it all the way, because I felt bad for totally screwing my players over with no warning. If I were to do it again, I'd make sure that the first item failure was minor and comical, setting up idea that maybe Bob's Used Trinket Warehouse wasn't exactly on the level. The magic supplies shop in my current town has various alchemical supplies in the main storehouse, as well as some potions of alchemical healing, and then a well-secured back room with 4 uncommon magic items. Not exactly the score of the century. That being said, there are a lot of great ideas above about other ways to induce my player characters to spend money in flavorful ways, and I'll definitely work on some adventure ideas with that sort of thinking. [/QUOTE]
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