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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="bloodtide" data-source="post: 9324190" data-attributes="member: 6684958"><p>I firmly use Magic Marts. Any place bigger then a village will have one. Though I break them down into three types: The Common One, The High Class one and the Dark One. </p><p></p><p>The Common One is found right on the street. Though they only sell a very limited selection of magic items: trinkets, protection items, utility items and every day items. But nearly never weapons, attack magic, or vile magic. In general, they have some adventure worthy items, but not too much. </p><p></p><p>The High Class One is where the real powerful magic is, but this is not a public shop. It's a invite only type of club. You have to know someone...or have enough gold...to get in. You can get mostly any item here, at least in theory. </p><p></p><p>The Dark One is where you buy dark, evil, illegal and such magic items. Also not public, and often not to safe.</p><p></p><p>I find the whole "adventure for magic Items" just does not work for D&D, in general. Trying to make magic items a rare and wondrous thing does not fit in with the game play. Though it can be done in a very dark, gritty world....where battered characters with one hit point fight on with a broken sword hilt and a couple of burned spellbook pages.</p><p></p><p>First, most players expect the reward of magic items almost every game session. Going for weeks with no magic items is not fun for a lot of players.</p><p></p><p>Second, each player really only wants a couple of items for their character out of the whole list. So when they find random magic items they won't even count that. This puts the DM on the spot to Alter Game Reality so that what ever magic items the players want...is just amazingly found. If a player wants an item...well, in the next treasure chest the Buddy DM will just say "oh, inside is that item!". And sure you can place the custom magic items in an adventure....but then you must Railroad to make sure the player gets their custom item. And you can't make it too hard...like a dragon is too hard...it will need to be like goofy kobolds guarding that custom item.</p><p></p><p>Third, you have to do it for each player. You can't just give your Best Buddy player "oh you find the exact custom magic item you wanted, Best Buddy", and ignore the other players. So you have to have custom magic items for each player in each adventure and railroad..or just give...the magic items to each player. Oh, and they need to all be of equal power.</p><p></p><p>Fourth is that power problem. Most of the By-The-Rules magic items are junk. Even if the DM tries to put a shinny bow on them. "Wow...it's the Hot Flaming Sword of Flaming Fire! And it can burn foes...and.....um....light a pile of leaves on fire!". so your going to need more powerful magic items to be "special".</p><p></p><p>Fifth, you get the problem of the players just doing the adventure for the magic item...but not caring about the adventure.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9324190, member: 6684958"] I firmly use Magic Marts. Any place bigger then a village will have one. Though I break them down into three types: The Common One, The High Class one and the Dark One. The Common One is found right on the street. Though they only sell a very limited selection of magic items: trinkets, protection items, utility items and every day items. But nearly never weapons, attack magic, or vile magic. In general, they have some adventure worthy items, but not too much. The High Class One is where the real powerful magic is, but this is not a public shop. It's a invite only type of club. You have to know someone...or have enough gold...to get in. You can get mostly any item here, at least in theory. The Dark One is where you buy dark, evil, illegal and such magic items. Also not public, and often not to safe. I find the whole "adventure for magic Items" just does not work for D&D, in general. Trying to make magic items a rare and wondrous thing does not fit in with the game play. Though it can be done in a very dark, gritty world....where battered characters with one hit point fight on with a broken sword hilt and a couple of burned spellbook pages. First, most players expect the reward of magic items almost every game session. Going for weeks with no magic items is not fun for a lot of players. Second, each player really only wants a couple of items for their character out of the whole list. So when they find random magic items they won't even count that. This puts the DM on the spot to Alter Game Reality so that what ever magic items the players want...is just amazingly found. If a player wants an item...well, in the next treasure chest the Buddy DM will just say "oh, inside is that item!". And sure you can place the custom magic items in an adventure....but then you must Railroad to make sure the player gets their custom item. And you can't make it too hard...like a dragon is too hard...it will need to be like goofy kobolds guarding that custom item. Third, you have to do it for each player. You can't just give your Best Buddy player "oh you find the exact custom magic item you wanted, Best Buddy", and ignore the other players. So you have to have custom magic items for each player in each adventure and railroad..or just give...the magic items to each player. Oh, and they need to all be of equal power. Fourth is that power problem. Most of the By-The-Rules magic items are junk. Even if the DM tries to put a shinny bow on them. "Wow...it's the Hot Flaming Sword of Flaming Fire! And it can burn foes...and.....um....light a pile of leaves on fire!". so your going to need more powerful magic items to be "special". Fifth, you get the problem of the players just doing the adventure for the magic item...but not caring about the adventure. [/QUOTE]
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