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Items in shop; everything or a limited selection?
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<blockquote data-quote="DarkelvenSFi" data-source="post: 4803934" data-attributes="member: 82911"><p>Great points Foxworthy. I really appreciate the different view on things. I never considered that there isn't/shouldn't be magic item shops. I guess I gathered the idea of magic item shops from the games like baldur's gate and neverwinter nights that incorporate them. </p><p></p><p>But having the players have to run search and acquire scenarios within town to buy their magic items seems like more of an effort to me than setting up shops for it. But then I've gone to the trouble of setting up a system that pre-generates shops, keepers, guards, etc dependent on the city size. I just roll up and save the details that I like. </p><p></p><p>When the players enter the town, they hire a guide to take them to a specific shop/inn/guild/etc and take a look at what's on offer. This allows them to focus on the combat gaming rather than what someone so eloquently labled as 'shopping and dragons'.</p><p></p><p>This also helps with the campaign setting as the players don't get/have to look through a pile of books on magic items; they just take a look at what's on offer in the shop and buy it if they like it (and can afford it).</p><p></p><p>But then my players are kinda combat oriented; constantly. The latest example is of a trade between two groups of undead and pirates in-game that the characters stumble upon, their initial reaction is 'gold and weapons = attack everyone, try to take it all'. No stopping to ask questions of the participants.. not even to assess the danger: they're on an island between a large crypt and a pirate vessle full of unsavory characters.</p><p></p><p>Our session ended with the wizard opting to use telekinesis on the boat with the weapons (despite it having an ocupant).</p><p></p><p>Needless to say, having a shop that sells everything would have similar consequences. Much the same as having them find each specific item they're after; such as in the back of a curio shop or a wayward merchant; little stopping them just taking it. A well protected shop (of limited supply) sidesteps these issues nicely.</p></blockquote><p></p>
[QUOTE="DarkelvenSFi, post: 4803934, member: 82911"] Great points Foxworthy. I really appreciate the different view on things. I never considered that there isn't/shouldn't be magic item shops. I guess I gathered the idea of magic item shops from the games like baldur's gate and neverwinter nights that incorporate them. But having the players have to run search and acquire scenarios within town to buy their magic items seems like more of an effort to me than setting up shops for it. But then I've gone to the trouble of setting up a system that pre-generates shops, keepers, guards, etc dependent on the city size. I just roll up and save the details that I like. When the players enter the town, they hire a guide to take them to a specific shop/inn/guild/etc and take a look at what's on offer. This allows them to focus on the combat gaming rather than what someone so eloquently labled as 'shopping and dragons'. This also helps with the campaign setting as the players don't get/have to look through a pile of books on magic items; they just take a look at what's on offer in the shop and buy it if they like it (and can afford it). But then my players are kinda combat oriented; constantly. The latest example is of a trade between two groups of undead and pirates in-game that the characters stumble upon, their initial reaction is 'gold and weapons = attack everyone, try to take it all'. No stopping to ask questions of the participants.. not even to assess the danger: they're on an island between a large crypt and a pirate vessle full of unsavory characters. Our session ended with the wizard opting to use telekinesis on the boat with the weapons (despite it having an ocupant). Needless to say, having a shop that sells everything would have similar consequences. Much the same as having them find each specific item they're after; such as in the back of a curio shop or a wayward merchant; little stopping them just taking it. A well protected shop (of limited supply) sidesteps these issues nicely. [/QUOTE]
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