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Worlds of Design: The Problem with Magimarts

I dislike magic item stores ("magimarts") in my games. Here's why.

I dislike magic item stores. Here's why.

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Picture courtesy of Pixabay.

Magic items are a part of every fantasy role-playing game, and wherever player characters meet, someone will want to buy or sell such items. What the players do among themselves is their business, in most cases; but when non-player characters (NPC) are involved the GM must know where magic items come from, how rare they are, and how hard it is to produce them. [Quoting myself from 40+ years ago]

Magimart: Still a Bad Idea​

I don't like the idea of "Magimarts" -- something like a bookstore or small department store, often with a public storefront, where adventurers can come and purchase (or sell) magic items. I said as much over 40 years ago in an article titled “Magimart: Buying and Selling Magic Items” in White Dwarf magazine. My point then still stands: at least for me and in my games, magic-selling stores don’t make sense.

They don’t make sense from a design point of view, as they may unbalance a campaign or cause power-creep. From an adventure point of view such stores partly eliminates the need to quest for specific powerful magic items. From a realistic point of view they would only provide targets for those who are happy to steal.

The Design Point of View​

From a game design point of view, how experience points, gold, and magic fit together makes a big difference. For example, if you get experience points for selling a magic item (even to NPCs), as well as for the gold you get, adventurers will sell magic items more often. If adventurers acquire scads of treasure and have nothing (such as taxes or “training”) to significantly reduce their fortunes, then big-time magic items are going to cost an awful lot of money, but some will be bought. If gold is in short supply (as you’d expect in anything approaching a real world) then anyone with a whole lot of gold might be able to buy big-time magic items.

Long campaigns need a way for magic items to change ownership, other than theft. As an RPG player I like to trade magic items to other characters in return for other magic items. But there are no “magic stores.” Usability is a big part of it: if my magic user has a magic sword that a fighter wants, he might trade me an item that I could use as a magic user. (Some campaigns allocate found magic items only to characters who can use them. We just dice for selecting the things (a sort of draft) and let trading sort it out, much simpler and less likely to lead to argument about who can use/who needs what.)

The Adventure Point of Views​

Will magic stores promote enjoyable adventuring? It depends on the style of play, but for players primarily interested in challenging adventures, they may not want to be able to go into a somehow-invulnerable magic store and buy or trade for what they want.

Magic-selling stores remind me of the question “why do dungeons exist”. A common excuse (not reason) is “some mad (and very powerful) wizard made it.” Yeah, sure. Excuses for magic-selling stores need to be even wilder than that!

I think of magic-item trading and selling amongst characters as a kind of secretive black market. Yes, it may happen, but each transaction is fraught with opportunities for deceit. Perhaps like a black market for stolen diamonds? This is not something you’re likely to do out in the open, nor on a regular mass basis.

The Realistic Point of View​

“Why do you rob banks?” the thief is asked. “’Cause that’s where the money is.”
Realistically, what do you think will happen if someone maintains a location containing magic items on a regular basis? Magimarts are a major flashpoint in the the dichotomy between believability (given initial assumptions of magic and spell-casting) and "Rule of Cool" ("if it's cool, it's OK").

In most campaigns, magic items will be quite rare. Or magic items that do commonplace things (such as a magic self-heating cast iron pan) may be common but the items that are useful in conflict will be rare. After all, if combat-useful magic items are commonplace, why would anyone take the risk of going into a “dungeon” full of dangers to find some? (Would dungeon-delving become purely a non-magical treasure-hunting activity if magic items are commonplace?)

And for the villains, magimarts seem like an easy score. If someone is kind enough to gather a lot of magic items in a convenient, known place, why not steal those rather than go to a lot of time and effort, risk and chance, to explore dungeons and ruins for items? There may be lots of money there as well!

When Magimarts Make Sense​

If your campaign is one where magic is very common, then magic shops may make sense - though only for common stuff, not for rare/powerful items. And magic-selling stores can provide reasons for adventures:
  • Find the kidnapped proprietor who is the only one who can access all that magic.
  • Be the guards for a magic store.
  • Chase down the crooks who stole some or all of the magic from the store.
Maybe a clever proprietor has figured out a way to make the items accessible only to him or her. But some spells let a caster take over the mind of the victim, and can use the victim to access the items. And if someone is so powerful that he or she can protect a magic store against those who want to raid it, won't they likely have better/more interesting things to do with their time? (As an aside, my wife points out that a powerful character might gather a collection of magic items in the same way that a rich person might gather a collection of artworks. But these won’t be available to “the public” in most cases. Still just as some people rob art museums, some might rob magic collections.)

Of course, any kind of magic trading offers lots of opportunities for deception. You might find out that the sword you bought has a curse, or that the potion isn’t what it’s supposed to be. Many GMs ignore this kind of opportunity and let players buy and sell items at standard prices without possibility of being bilked. Fair enough, it’s not part of the core adventure/story purposes of RPGs. And magic stores are a cheap way for a GM to allow trade in magic items.

Your Turn: What part do magic-selling stores play in your games?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

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cbwjm

Seb-wejem
I don't remember 2e, but I recall that in 1e only fighters can benefit from STR > 16. But, I may be misremembering.
Isn't that constitution above 16 that only they could benefit from, specifically hit point bonuses, or did they restrict the to hit bonuses from strength as well in 1e?
 


James Gasik

We don't talk about Pun-Pun
Supporter
Isn't that constitution above 16 that only they could benefit from, specifically hit point bonuses, or did they restrict the to hit bonuses from strength as well in 1e?
It's Constitution. While only "Warrior" classes generally* get to roll for Exceptional Strength at level 1, there are ways to end up with Exceptional Strength as a non-Warrior- casting Wish to raise an ability score of 18 will get you an 18/10, for example.

*There's a few Mythos Priests who can get this feature.

But Constitution bonuses are capped for most everyone at +2 in both 1e and 2e for, uh, reasons.
 



DragonLancer

Adventurer
Back in the days of basic, 1st and 2nd editions D&D, I was not a fan of the ye old magic item shoppe. There were two reasons. Firstly, I tended to think of my game worlds as faux medieval and less fantastical (and I still do to an extent), and secondly, if the characters can just buy whatever they want, why am I putting treasure into the adventures. Newbie thinking even for the first ten years of my gaming history.

These days after playing 3.x and Pathfinder 1, both games with a higher magical item content, I learnt to embrace the more fantastical element and accept that in a world that has magic in it and magic items are as common place as they game makes them, a magic shop would be a real thing.

I think a lot of it just comes from evaluating and accepting that if the game gives out these items, then someone is going to legitimately trade in them, even if it's just big cities where the gold is.
 

tetrasodium

Legend
Supporter
Epic
Sorry, I cannot follow your argument. I don't understand what you're trying to convince me of.
What you were calling out as a dividing line in post 213 earlier was not the difference between medieval and renaissance leaning settings. You were drawing a line that marks the difference between medieval and Edo period Japan were there were (among other significant* things) extreme travel restrictions in place.

*It took a lot to result in ~250 years of fr style [cultural] stasis, much of it also resulted in technological and economic stasis too.
 

Starfox

Hero
What you were calling out as a dividing line in post 213 earlier was not the difference between medieval and renaissance leaning settings. You were drawing a line that marks the difference between medieval and Edo period Japan were there were (among other significant* things) extreme travel restrictions in place.

*It took a lot to result in ~250 years of fr style [cultural] stasis, much of it also resulted in technological and economic stasis too.
My point is that my version of Greyhawk is more cosmopolitan and a more open society, not as tightly regulated by guilds, not so dominated by very local feudal interests. Something similar happened in Japan, but I was thinking more of Germany/Italy in the 12C.
 

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