Wednesday, July 6, 2011
This table is fairly straightforward also, though I imagine most of the things here don't make it into a typical campaign. A candy shop in general seems like a bit of an anachronism in a medieval setting, but most everything on this list has been around for a long, long time. The peppermint candy would not be the cane twist that is familiar, but a candy flavoured with peppermint has been around since the 17th century.
As with the carver's shop, the items here are handily found in the pockets of enemies as a small level treasure for low-level characters ... who it might be said could only sell them off to people in the street or otherwise if they have the willpower not to eat them. It's an interesting concept to suggest that the player has to balance his desire to sell off the pear slices for the needed 18 s.p. against the character's natural weaknesses.
But then, many games don't have characters suffering for the sake of a few silver pieces. I have to say, for one of the parties I'm running off line, where everyone in 1st level, it isn't easy to stave off the tremendous hunger I impose upon my adventuring, fighting, mountaineering outdoor-living players with the income they have. Food, at least in the campaign's beginning, is a huge consideration.
Plus, there's also the argument that some players should have to spend a certain amount on sweets just to feel happy ... but then happiness is rarely a concern among the penny-pinching power-player type. Ever think of what a miserable life characters must live 'down on the ground?'
Anyway, let's bury this table and move on to something more interesting.