There
has been a lot of debate over the years about the ease with which
magical items can be bought or made in Third Edition Dungeons &
Dragons and Pathfinder. Some people feel that the existence of magic
shops takes away from the wonder and mystery that magic represents,
while others feel that, in a world with so much magic (and there’s
little denying that D&D/Pathfinder worlds have a lot of magic in
them), it makes sense that people would attempt to sell it. It’s
just human nature. But whatever any individual’s opinion on it, the
default assumption in the game is that characters can buy and sell
magic items.
Yet
despite this, there hasn’t been much attempt to actually describe
what some of these magic stores might be like. Do they specialize in
certain kinds of magic items or do they just sell everything? Can you
sometimes get special deals, or does everything really always cost
the same no matter where you are? The rules for designing cities
given in the GameMastery Guide
provide some guidelines on the kinds of items (based on value) that
can generally be found in a particular settlement, but beyond this,
the specifics about buying and selling magic items have generally
been glossed over.
That’s
what makes Magical Marketplace
stand out. At first glance, the book might appear to be just another
book of new magic items. With books like Adventurer’s Armory (which is
in the same Player Companion
line of books) and especially Ultimate Equipment already
available, Magical Marketplace
might seem superfluous and unnecessary. However, while Magical
Marketplace does indeed contain
many new items, it does something very different to either of those
previous books. Rather than just a list of magic items arranged
alphabetically with their descriptions, this book adds colour to
something that is often just part of the background (the buying of
equipment) by presenting these items as the contents of specific
magic stores across the Inner Sea region. Fourteen separate stores
each receive two pages of description, from general information on
the store’s history and owner, to the types of items sold there, to
methods of payment (including ways to get special discounts), and
even to new abilities characters can learn from the store’s owner
and/or employees. The book provides a creative way to give players
lots of new mechanical options while simultaneously allowing GMs to
spice up boring shopping expeditions.
As
this is a Pathfinder Player Companion
book, it does have a lot of mechanical options for player characters,
and not just new magic items. This means that the background flavour
information is rather brief, generally amounting to about half a page
or so. Still, that’s a quarter of the space allotted to each store,
and there really doesn’t need to be a lot of background information
anyway. After all, these stores are not meant to be the bases of
entire campaigns, but rather the descriptions are just meant to help
add a bit of colour to something that is otherwise a bit of a mundane
task. What’s there provides just enough to help GMs generate ideas
and sketch out interesting NPCs.
Two
of the things I like best about Magical Marketplace
are the options for discounts and “other ways to pay”. While it’s
convenient for everything to have a set price that never varies (it
makes it easier to keep the game moving and not get bogged down in
minutiae), once in a while, it makes for a nice change of pace if
some shops have sales or some other shops charge exorbitant prices.
Similarly, PCs who regularly shop at the same places might be pleased
to receive a reward for their loyalty in the form of lower prices.
This is exactly what the discount option in this book provides. Each
store starts out charging 120% of the standard prices, but this goes
down based on the total amount of money characters have spent at that
store. How much money characters need to spend and how much of a
discount that earns them depends on the individual store. There isn’t
a strict formula for calculating these discounts. This isn’t really
a rules subsystem, but rather just arbitrary values based on the
personalities of the stores. As such it’s very easy for GMs to come
up with similar discounts for stores of their own creation.
In
addition to gaining discounts, regular patronage of a store can also
unlock boons. These are new abilities that the shop’s owner or
employees can teach the PCs. The kinds of abilities run the gamut
from new feats to new magus arcana to rogue talents and more. Each
individual store offers abilities that suit the theme of that store.
For example, PCs who regularly visit Oulur’s Alchemical Wares in
Merab, Thuvia can learn new alchemist discoveries from the store’s
owner. There is a wide variety of options represented across all
fourteen stores, providing material for characters of most classes.
The
option for “other ways to pay” does exactly what the name says,
providing characters with ways to purchase things by trading other
items for store credit, or other ways to gain discounts that aren’t
related to how much money PCs have previously spent there. Members of
the congregation of Sarenrae in Nerosyan, Mendev, for example, gain
an additional 5% off purchases at Dawnflower Goods. Like the
discounts and boons, these alternative payment methods are based on
the personalities of the stores and their owners, and there is no
complex rules subsytem for determining them.
Also
included with the description of each store are a number of new items
that characters can purchase there. Again, these items all fit the
general theme of the store, from nautical magic items at Coltan’s
Floating Emporium to magic armour at Berdred’s Armory. As well as
the new items, there is also a list of typical items from other
sources that one can find at each store.
Of
the fourteen stores, twelve of them have fixed locations in various
towns and cities across the Inner Sea region. Of course, that doesn’t
necessarily mean that GMs have to place them in those locations. It
would be quite easy to transplant them to just about any location a
GM happens to need them in. The only exception to this might be An
Umbral Page, which is a drow-run store in Zirnakaynin. However, even
in this case, it would be easy to change the name and/or the owners
to quickly create a similar store that could exist somewhere else.
Indeed, GMs can easily do this with any of the stores. Two of the
stores (Arinna’s Wagon and Coltan’s Floating Emporium) do not
have fixed locations. Instead, they move about on trade routes,
making it easy for GMs to have them show up wherever needed in the
campaign.
Overall,
Magical Marketplace is
one of the most creative Player Companion
volumes in some time. While its overall focus is on new mechanical
options for player characters, it presents these new options in a way
that’s full of world flavour, and helps to flesh out Golarion in a
way that most campaign worlds rarely receive. I heartily recommend
this book.
No comments:
Post a Comment