Shops
Shops where characters buy and sell with their sheet: stock that runs out, the shopkeeper’s money, discounts and per-character haggling, and entering a shop from its map pin.
A shop has its items with prices, and characters buy and sell with their own sheet: money is charged and items land in the inventory on their own, and everything goes into the Economy history.
In a D&D game the character's purse is the coins on their sheet (gp, sp, cp): the shop pays with them, gives change, and what they sell goes into them. The same goes for giving money (Economy → Give / gift), handing out a quest reward or using an item that gives or takes money: it comes out of their coins and goes into the other's.
The same shop is used in four places, and it is the same one everywhere (what you change in one shows in the others):
- Management → Shops, where they're all gathered.
- Its shop channel in written play.
- Present: you put it in front of the whole table.
- A Map pin: «Enter the shop».
Create and stock
In the campaign, Management → Shops → New shop. It starts Hidden: players don't see it until you switch it to Revealed. You can also Rename it or Delete shop (its channel goes with it).
Add items opens the stocking window: by hand, from your item catalog, from the system's arsenal or from the compendium. Each item has its price.
An empty shop is empty. Your item catalog is yours alone (you can prepare secret loot there): a shop sells nothing you haven't put in it.
Stock
Next to each item, its stock: how many are left. Empty (∞) = unlimited. Buying lowers it on its own, the player sees «2 left» and, at zero, Sold out. Two players buying the last potion at the same time don't both get it.
Shop money
Shop money is what the shopkeeper has. What players buy goes into it; what they sell comes out of it, and if it isn't enough, the shop won't buy. Empty (∞) = no till: it pays and charges without limit, like before.
Discounts and haggling
- Discount: for the whole shop, in %. Positive makes it cheaper; negative more expensive (a surcharge for outsiders, say).
- Haggling per character: each one's % (the one who haggled well, the one the shopkeeper disliked). It adds to the shop's when they Buy and improves what they get when they Sell.
The player sees the final price and, if there's a discount or surcharge, the usual one struck through next to it.
Selling
In the shop, Sell: the shop pays half its price (improved by haggling). What's sold goes into its stock, so the next customer can buy it.
From the map
In a Map pin's editor, Its shop: pick which. The pin's detail shows Enter the shop, which opens it over the map and each player buys with their sheet without leaving the session. If the shop is hidden, players don't get the button.
Known limits
- The price is read with its currency: «50 gp» is 50 gp. Without a currency («50»), the number is in the campaign's smallest coin (copper pieces in D&D).
- Selling to the shop always pays half (with haggling on top); there's no separate buy price per item.
Common problems
- The player can't see the shop. It's still Hidden.
- «Sold out» but you want to sell more: raise its stock or leave it empty (unlimited).
- «The shop doesn't have the money to pay you for that». Its money falls short: raise it or empty it.