Hello folks. So the last campaign I ran, the most horrible experiences we had were times when the players decided to shop, with one or two people who cared enough with their noses in books, and nothing happening for most of the session. As I was gearing up to run my current campaign, I started listening to The Adventure Zone (which is *amazing*, by the way. Listen to it). In it, their GM presents shopping to them in a constricted fashion. They go to the store and they simply have a stock of items available that the PCs find interesting.
I loved this idea, and just finished implementing it to great success. Here's the way I've approached it so far:
- I gave them options that would potentially cost them ~2x the amount of credits they had, so they couldn't just buy everything
- I took notes during session 0 on the types of things they wanted to be able to do, and gave them items that furthered those goals
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I peppered a couple of odd-ball items in that could potentially be useful in their next adventure arc, for a bit of foreshadowing if they choose to overthink it
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If they ever decide they want something specific, I'll fall back on the normal shopping rules with additions: Negotiation checks get boost, but they get two setback to finding 'exactly what they want', meaning on failure I...get creative
. I want to incentivize them to shop in what is essentially the GM Store, to keep us from devolving into book-land for two hours.
So far, it is working very well for me. Has anyone else tried something similar? Any ways in which I could use this more effectively, or any drawbacks I might not be thinking of?