Illusory Script

Inform, improve, and inspire your game.

  • Home
  • Archive
  • Publications
  • Contact
  • About
  • Subscribe

Magic Item Shops: To Shop or Not to Shop?

by Marius on December 7, 2024
Art generated by DALL-E

Magic item shops can be a divisive topic in tabletop RPGs, with strong opinions on both sides. Should our campaigns feature a shop where adventurers can exchange their hard-earned gold for magical gear, or should magic items be treasures found only in the wilds of our worlds? Let’s weigh the pros and cons before diving into some practical tips for inclusing magic item shops in our campaigns.

The case for magic item shops

Player expectations: Some players, particularly those coming from video games, might expect shopping for magic items in a tabletop RPG. It’s an easy way for them to plan upgrades and feel a sense of agency over their gear.

Recurring NPCs: A magic shop provides a great opportunity for a memorable and recurring NPC, like the fabulous magic item shop keeper Gilmore from Critical Role. A charming, quirky, or even sinister shopkeeper can become an endearing NPC for the characters to return to over the course of the campaign.

Custom magic items: Shops make it simple to introduce custom magic items tailored to your campaign or characters without relying solely on treasure.

Coin sink: Characters often amass substantial amounts of gold, especially at higher levels. Magic shops can provide a way to spend that wealth, preventing characters from hoarding coin without purpose.

The case against magic item shops

Shopping takes time: Prolonged and repeated episodes of shopping can be time-consuming and may disrupt the pacing of our game.

Incentive for adventure: If magic items can be bought, adventurers might question why they’re delving into dungeons and risking their lives for treasure.

Too many magic items: Allowing easy access to magic items can lead to characters becoming overpowered or players becoming overwhelmed with too many options on their character sheets.

Preparation time: Coming up with unique and interesting inventory lists takes valuable prep time that could be spent elsewhere.

Tips for magic item shops

If we do decide to include magic item shops in a campaign, here are some thoughts on how to alleviate some of the downsides mentioned above:

Impermanent shops: Consider making the shop temporary or mobile. For example, a young bronze dragon might travel the realm to sell treasures. This lets us control when players can shop and when they need to earn items through adventuring.

Randomize inventories: Use random generators (like Donjon’s Magic Item Shop Generator) to save prep time and keep things fresh. Generating inventory randomly might surprise the players and us with unforeseen magic items.

Side quests: Turn shopping into gameplay. For instance, a shopkeeper or enchanter might need rare components to craft specific items, sending the characters on a mini-adventure.

Session Zero: Establish in a session zero whether magic item shops exist in this campaign. That way, players can set their expectations for magic items in the campaign.

Magic item shops to fit your game

Magic item shops are neither inherently good nor bad. Like most things in tabletop RPGs, their value depends on how well they fit our campaign and our players’ expectations. I don’t tend to use them in my campaigns because of the reasons outlined above, but I have included that bronze dragon magic item trader. As a mobile magic item shop and recurring friendly NPC, it was a great success. Think about what kind of magic item shops (if any) fit your game!

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

... and receive the Illusory Script Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

Related Articles

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

...and receive the IllusoryScript Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

Latest Articles

  • The Devil You All Know: Collaborative RPG Villain CreationMay 31, 2025
    Build the Villain Together We GMs often arrive at session zero of our RPG with a clear idea of who the villain is. Maybe we even have their stat block ready to go, name and all. But what if we didn’t? What if, instead, we built our main RPG villains with the players, using their …

    Read On »

  • Roleplaying in D&D CombatMay 24, 2025
    Balancing Roleplaying in Combat Combat can be one of the most memorable parts of a session—but not just because of the dice rolls or tactical maneuvers. Some of our favorite combat scenes come alive because of the roleplaying woven into them. But how do we strike that balance? How do we include character moments without …

    Read On »

  • Creating NPCs Based On PCsMay 17, 2025
    One of the core principles we can return to again and again as DMs is this: Build the world around the player characters. In today’s article, let’s apply that principle to one of the most important elements of our games: Creating NPCs (non-player characters) based on the PCs (player characters). Why Build Around the PCs? …

    Read On »

  • The After-Credit Scene in D&DMay 10, 2025
    The Only Worthwhile Cutscene Cutscenes are for video games. In D&D, they almost always get in the way. With one exception: the after-credit scene. When we narrate a scene in which the characters are not present, we’re putting story over play. We’re turning our players into an audience instead of participants. If players can’t act in …

    Read On »

  • D&D 2024 Player’s Handbook ChangesApril 26, 2025
    The D&D 2024 revision of the Dungeons & Dragons Player’s Handbook brings a host of small mechanical changes to the game. If you’re a Dungeon Master already familiar with the 2014 ruleset, here’s a focused guide to what has changed—and how it might impact the way we run our tables. Rather than being a full …

    Read On »

  • Make a City Come to Life in Any RPGApril 19, 2025
    Preparing Urban Chaos for the Table A city can breathe fresh life into any fantasy RPG. They’re where intrigues are born, gold changes hands, and alliances get sealed or shattered over a drink. But when we GMs need to prepare one, especially for just a session or two, cities can feel like an overwhelming tangle …

    Read On »

...browse all articles...

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

...and receive the IllusoryScript Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

  • Privacy Policy
  • Impressum
  • Cookie Policy
  • Marius’s House Rules
© 2025 Illusory Script.
✕
  • Home
  • Archive
  • Publications
  • Contact
  • About
  • Subscribe