|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
High or Low Magic?
Magic Shops
Source
GameMastery Guide pg. 106
No issue epitomizes the advantages and drawbacks of a high-magic game like the question of whether to place magic shops in your world. Players, especially those toward the right end of the rewards continuum, love ready access to stores where they can purchase items they need, sell the ones they make, and trade the ones they find and don’t want. On the other hand, this makes magic items seem as prosaic and interchangeable as modern consumer goods.
If you consider this a problem, you can simply declare that magic shops don’t exist in your setting. Allocate items according to the wish list method. The PCs must always overcome plot obstacles to swap, sell, or buy major items they don’t find themselves. Minor or disposable items, like potions and scrolls, might be available for sale from itinerant traders or at general stores.
Alternatively, you can assume that magic shops exist in the background of the world, entering into a social contract with players not to focus on them or make them a part of the story. If the PCs pay too much attention to them, including planning heists, they go away, leaving the group without a way of buying, selling, or trading desired items.