Acquired from Pixiv Id gallery on Zerochan.
A random encounter in my Lest Dispelled GURPS Campaign had resulted in the introduction of a wandering gnome merchant who possessed a bag with what seemed like an endless supply of low-cost knick-knacks and trinkets. Here’s how I model this.
Inventories
Are Tenuously Defined
When merchants are established in tabletop roleplaying games, they are typically done so with a very tentative inventory that is not completely stocked with the specific items it may hold. This is because, in reality, this sort of information is not important for the sake of furthering a roleplaying game.
Instead, these inventories are usually considered in the scope of a larger category of items. For example, there are magic item shops and armouries. They would respectively contain various items of their respective sorts with a chance of having more expensive items depending on the size of the city they are held in.
We will use this sort of tenuous definition as a starting point for modelling this in GURPS eloquently.
Are Like Libraries
A friend of mine wrote a very excellent article on defining libraries in a very similar fashion. This is because they face a similar problem of large potential complexity in terms of inventory or collection of books.
In a similar grain, we will establish that the inventory of a merchant is finite and can be finitely described. Using an analogous method found in that same post, we can move further. A template statistic block for a merchant is formulated below.
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