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*Pathfinder & Starfinder
selling loot vs. created items
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1749471" data-attributes="member: 16936"><p>I don't think our attitudes are all that far apart, actually. I don't mind things that advance a plotline or bring up interesting complications, and when crafting/selling items can be used to serve that purpose, I'm totally fine with spending time on playing it out.</p><p></p><p>In our past games, sometimes the GM would have a PC who wanted a particular item go through all kinds of stuff to find someone who could sell it or craft it. Sometimes he'd just say "okay, subtract the cash from your character sheet and you'll have the item by the time you guys leave." When it was the former, it was because there was something inherently interesting about the <em>search</em> that we wanted to play out, not because we felt that the selling of an item is interesting enough in its own right for us to focus on it.</p><p></p><p>I also have a problem with the idea of spending much (if any) time on an activity that is really only interesting to the one or two PCs who are directly involved in it. While Mr. Wizard and the local SalesRogue are haggling over prices, generally you've got a bunch of other players yawning and leafing through books waiting for something they can actually participate in. That's a really poor use of our limited playing time, not to mention a little rude if it drags on too long. It also, not coincidentally, makes selling/buying things a less-than-perfect way to introduce plot hooks, since it's hard to come up with reasons for more than two characters to be involved in the whole shopping process. It's fine for occasional use, but I wouldn't rely on it, so in the end it means that the number of "useful" shopping expeditions will be pretty low.</p><p></p><p>Besides, the kinds of games I like playing in and running really don't revolve around money or the obscure nuances of fake fantasy economies. So honestly, if the end result of the roleplaying is going to be an exchange of money for goods and nothing more (no new plot hooks, no advancing of the current plotlines), then why not just say "the money and goods are exchanged, hooray!" and be done with it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>--</p><p>and i still say "sell for half value" is a dumb rule in most settings</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1749471, member: 16936"] I don't think our attitudes are all that far apart, actually. I don't mind things that advance a plotline or bring up interesting complications, and when crafting/selling items can be used to serve that purpose, I'm totally fine with spending time on playing it out. In our past games, sometimes the GM would have a PC who wanted a particular item go through all kinds of stuff to find someone who could sell it or craft it. Sometimes he'd just say "okay, subtract the cash from your character sheet and you'll have the item by the time you guys leave." When it was the former, it was because there was something inherently interesting about the [i]search[/i] that we wanted to play out, not because we felt that the selling of an item is interesting enough in its own right for us to focus on it. I also have a problem with the idea of spending much (if any) time on an activity that is really only interesting to the one or two PCs who are directly involved in it. While Mr. Wizard and the local SalesRogue are haggling over prices, generally you've got a bunch of other players yawning and leafing through books waiting for something they can actually participate in. That's a really poor use of our limited playing time, not to mention a little rude if it drags on too long. It also, not coincidentally, makes selling/buying things a less-than-perfect way to introduce plot hooks, since it's hard to come up with reasons for more than two characters to be involved in the whole shopping process. It's fine for occasional use, but I wouldn't rely on it, so in the end it means that the number of "useful" shopping expeditions will be pretty low. Besides, the kinds of games I like playing in and running really don't revolve around money or the obscure nuances of fake fantasy economies. So honestly, if the end result of the roleplaying is going to be an exchange of money for goods and nothing more (no new plot hooks, no advancing of the current plotlines), then why not just say "the money and goods are exchanged, hooray!" and be done with it? ;) -- and i still say "sell for half value" is a dumb rule in most settings [/QUOTE]
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