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<blockquote data-quote="Loincloth of Armour" data-source="post: 5219247" data-attributes="member: 28201"><p>?? </p><p></p><p>30 minutes? To fill in the sentence: [person X] wants to sell [selected item] for [reason A]? I'm having difficulty seeing why it would seem so troublesome. </p><p></p><p>And it doesn't have to be for every single item, although it's nice if it could be. Potions and consumables can be bought from an apothecary, or a temple clearing out room for arriving acolytes, or a wizard who for some reason, has to leave town RIGHT NOW.</p><p></p><p>If it seems like too much to create on the fly, then make up a small list before the game. One unique seller for each character should cover you. If you're having trouble with ideas, just read the paper and modify the people in the stories to be sellers.</p><p></p><p>As an example, the following ideas are all lifted from my city's news section:</p><p></p><ul> <li data-xf-list-type="ul">After a house fire, they find [magic item], thinking it cursed, the family is willing to have the character buy it off them.</li> <li data-xf-list-type="ul">A gentleman's club wants to fund their 20th anniversary, so offer up [magic item] to generate the needed cash.</li> <li data-xf-list-type="ul">Through the grapevine you hear [magic item] was uncovered after a flood in a building. It will take some cash to find out who has the item and how much they are willing to part with it for.</li> <li data-xf-list-type="ul">An old cleric has fallen into addiction. She's sold her [magic item] to fuel her habit. By spending some money, the characters can track down where the item is.</li> <li data-xf-list-type="ul">A man arrives in the city, destitute. All he has is a [magic item] that he has never used, not being an adventurer. For a chance at a new life, he's wiling to sell... If you can grease enough palms in the immigrant community to set up a meeting.</li> </ul><p></p><p>None of these ideas took more than 30 seconds to think up. It does take some work, but not a whole lot. And from my experience, does help spice up the world and make it seem more 'real' (whatever that means).</p></blockquote><p></p>
[QUOTE="Loincloth of Armour, post: 5219247, member: 28201"] ?? 30 minutes? To fill in the sentence: [person X] wants to sell [selected item] for [reason A]? I'm having difficulty seeing why it would seem so troublesome. And it doesn't have to be for every single item, although it's nice if it could be. Potions and consumables can be bought from an apothecary, or a temple clearing out room for arriving acolytes, or a wizard who for some reason, has to leave town RIGHT NOW. If it seems like too much to create on the fly, then make up a small list before the game. One unique seller for each character should cover you. If you're having trouble with ideas, just read the paper and modify the people in the stories to be sellers. As an example, the following ideas are all lifted from my city's news section: [list] [*]After a house fire, they find [magic item], thinking it cursed, the family is willing to have the character buy it off them. [*]A gentleman's club wants to fund their 20th anniversary, so offer up [magic item] to generate the needed cash. [*]Through the grapevine you hear [magic item] was uncovered after a flood in a building. It will take some cash to find out who has the item and how much they are willing to part with it for. [*]An old cleric has fallen into addiction. She's sold her [magic item] to fuel her habit. By spending some money, the characters can track down where the item is. [*]A man arrives in the city, destitute. All he has is a [magic item] that he has never used, not being an adventurer. For a chance at a new life, he's wiling to sell... If you can grease enough palms in the immigrant community to set up a meeting.[/list] None of these ideas took more than 30 seconds to think up. It does take some work, but not a whole lot. And from my experience, does help spice up the world and make it seem more 'real' (whatever that means). [/QUOTE]
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