I'm thinking of running an OSR game. It seems to me that selling magical loot is an expected part of it. How do you handle that in your OSR game? Do you have a "magic shop" that buys and sells magic items? Do merchants know if items are magical, or do they employ wizards? Do they buy at list price or half list price? Do they sell at list price, or sell at all? Do your players role-play it out, haggle?
Or is all of that thinking about it too much? Is it "We sell the thing; Done?"
In my Majestic Fantasy Realms, magic Items are luxury trade much like our history's trade in silk, spices, porcelain, and other rare items from far-off lands. Except these are unique items more like sculpture or art.
Your best prices are gained at auctions that are attended by an elite few, mostly merchants, with the wealth to bid on costly items. There is a "retail" level but is more about making an appointment with a merchant with the right connections than either waiting or buying what is on hand. Also, these merchants can accept commissions and contract with magic users they have a relationship to make a specific item.
The foundation of my system is outlined in this PDF.
https://www.batintheattic.com/downloads/Magic_Item_Creation_Rev_2.pdfI tweaked the trading rules since I released this.
The latest iteration can be found in this on page 20 under Haggling (I ditched Accounting)
https://www.batintheattic.com/downloads/MW%20Majestic%20Fantasy%20Basic%20RPG%20Rev%2010.pdfOR
My Merchant Adventures rules found here. The Haggling rules are found on page 8.
https://www.batintheattic.com/downloads/MW%20Merchant%20Adventures%20Rev%2004.pdfBasically, the procedure is the player and the merchant both make 4 1d20 rolls looking to roll a modified 15 or better. You count up the relative success and look it up on the Trade Deal table. Rolling a nat 20 or a nat 1 modifies the number of successes.
If you don't use my ability system, then add in the higher of the character's intelligence or charisma and a bonus equal to half their level rounded down to the 1d20 roll. I been using this since the early 2010s and it worked out well.
The last part of the magic shop puzzle is the inventory.
First I determine the total value of the inventory by dividing the shop owner's xp total by 10. This is the value of the shop's inventory in d (or silver pieces).
Then I roll up a magic item hoard using that value.
I don't have a PDF of my treasure generations but I can share an inspiration pad pro files.
Inspiration Pad Pro can be downloaded for free from here.
https://www.nbos.com/products/inspiration-pad-proThe table I use can be downloaded from here
https://drive.google.com/file/d/1eRTljiNySeLqrILKORBtxR_NxxmiTe0j/view?usp=sharingNote I recommend inputting numbers like 1,523 rather than 1,000, 1,500, or 2,000. The generation works by diving the treasure into 5,000d, 1,000d, and 100d increments. There is a chance that a 5,000d increment will be rolled up as 5 1,000d increments and so on. By having a number like 1,523, you increase the variety of smaller value items.
Below is the result of rolling 12,357d inventory of shop owned by a 7th level Magic User with 123,570 xp in OSE. Mind the magic-user likely only made the potions and scrolls and bought the rest using their social connections.
Finally remember you can choose to interpret d as either 1d = 1sp or 1d=1 gp depending on what you want for your campaign.
Hope this helps.
Broadsword with Light 15' radius (250d)
+1 Small Dagger (603d)
Broadsword with +1 damage only (450d)
Mace with +1 damage only (313d)
Large Dagger with +1 versus Demons (210d)
+1 Large Shield (572d)
+1 Small Shield (542d)
+2 Cuirboulli Armor (3050d)
Small Dagger with Return Weapon (203d)
+1 Broadsword (750d)
+1 One Handed Spear (608d)
Mace with +1 damage only (313d)
+1 Large Shield (572d)
+2 Shortsword (2100d)
+1 Plate Armor (4000d)
Scroll of Detect Evil (200d)
Scroll of Command (200d)
Charm of Command (400d)
Scroll of Charm Person (200d)
Scroll of Snake Charm (400d)
Charm of Haste (1,200d)
Scroll of Magic Missile (200d)
Scroll of Hold Person (600d)
Scroll of Magic Missile (200d)
Scroll of Command (200d)
Potion of Climbing (500d)
Potion of Clairvoyance (600d)
Potion of Fire Resistance (500d)
Potion of Healing (400d)
Potion of Plant Control (500d)
Potion of Healing (400d)
Potion of Healing (400d)
Potion of Healing (400d)
Potion of Healing (400d)
Potion of Clairaudience (500d)
Potion of Ethereality (1,000d)
Potion of Invulnerability (700d)
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