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| The power of a good list |
It’s an OSR truism (which has since made its way to 5th edition) that shops cheapen the magic of magic items, and therefore no item should ever be sullied with filthy commerce. I think this is exactly backwards: magic shops are exciting! A magic shop is one of the more evocative images available to fantasy RPGs. A cluttered room full of strange and forgotten curios. A mysterious merchant offering power at a price. Second-hand potions (unlabeled). Jumbled crystals, stuffed crocodiles, stacks of books, starry curtains, sorcerous burglar alarms, golem security guards, talking shop cats, and so on. It’s a button that you can hand players that they can hit for either the wonder of discovery (“what have they got in stock?”) or the pleasant anticipation of a long-term goal (“ok, I need to save up for the Sword of Blue Fire, let’s hit the lair of the lizardmen next”). Mechanically, a shop is also a way of smoothing out player problems at a cost: they don’t have a healer, but they can buy potions. They haven’t found a magic battle-axe but they can buy one… for the cost it would take to hit level 2. They can’t think of anything cool to do with that randomly generated item they found in the ogre’s cave, but they can sell it at a steep discount to that hooded old man.
I think the anti-magic-shop attitude is part of the long hangover from 3rd edition, because (I’m told) it was easy to play that game as a bonus treadmill, where you get the +2 Gauntlets of Strength in order to help you grind enough to afford the +3 Gauntlets of Strength. But you can also just… not do that. In fact, you could even not do it in 3rd edition, where I mostly used the exhaustively detailed item creation rules to make weird things like “+1 arrow with the powers of a Quaal’s Feather Token (Tree), so a giant oak sprouts wherever the arrow lands” or go “the rules allow for putting single-use powers like scrolls or potions onto permanent items like +1 swords, neato”.












