Wednesday, April 9, 2014

Revisiting the Magic Shoppe

You've got a problem, DM.  Your players are going to earn a lot of gold over the course of their dungeoneering careers (somewhere around 4 million gp).  Unless that money goes somewhere, the quest for treasure is going to lose its motivating force.  On the other hand, draining the coffers through taxes or training costs is fairly irritating.

The campaign should encourage the players to shape the world - provide reasons to build things, hire people, use that wealth to exert force against the setting.  But don't discount the idea of buying magic items, either.  The popular imagination jumps to Crazy Eddie's franchise of Ye Olde Magic Shoppes, one in every city, where "the prices are so low they're practically insaaaaane!"

Let's step back and look at what happens in the real world with rare, unique, and precious items.  They’re typically bought and sold at auctions.  There's a fun Call of Cthulhu adventure (The Auction House) that takes place at a Vienna locale where various occult and mythos artifacts come up for sale - including the Brazen Head.  Half of the fun of that particular adventure is the roleplaying opportunity introduced by meeting all the weird visitors to the auction and trying to appraise and research the provenance of the items before the auction begins.

Apply some imagination and make the commercial side of it worth playing out at the table.  The campaign is already built upon interesting NPC's - perhaps the magic auction is something that happens a few times a year, invitation-only to characters of a certain reputation and wealth.  It's somewhere exotic and secret, attended by the agents of emperors and kings and wizards, and rivals of the adventurers, past and present.  Competition at the auction can easily spill over to the streets once the auction is done - the agents of the Warlord of Thar don't take it lying down when they've been outbid on that heirloom Atlantean sword coveted by his august presence, Thar of the Shining Horde.  Just learning about the auction house itself requires footwork and becomes its own adventure.  It sure sounds like a memorable way to let the players spend a few hundred thousand gold.

Commissioning items is the same - make it quest driven and advance the development of the campaign world.  For Taenarum, the campaign in development now, I'm planning on having the 'Forge Followers of Hephaestus' as a remote sect of dwarves and priests whose holy mission is to craft imbued items in homage to the forge god.  Traveling to their volcanic shrine and commissioning a suit of golden plate armor is an end in itself.  Or perhaps the wizard Darius the Proud refuses to be outdone by his rivals in distant Araby, and can be motivated to craft those Boots of Speed because of a story that a desert wizard did it first.  The key is to put the onus on the players to do their own research, travel plans, and role playing to find creative reasons to spend their money on the items they want or need.  As referee, you just need to leave the door open - none of this "No one ever buys or sells magic items in MY campaigns…"

People with too much money buy and sell rare and unique items every day in the real world.  It's going to happen in the fantasy world too - you just need to figure out how to make it interesting.