{"version": "1.0", "type": "rich", "title": "See it's called \"customer\" because you'd be \"giving custom\" by customarily getting your iron from this one forge or having a...", "author_name": "kontextmaschine", "author_url": "https://kontextmaschine.com", "provider_name": "kontextmaschine", "provider_url": "https://kontextmaschine.com", "url": "https://kontextmaschine.com/post/714920705241874432/", "html": "<p><a class=\"tumblr_blog\" href=\"/post/714893003760762880/\" target=\"_blank\">kontextmaschine</a>:</p><blockquote><p><a class=\"tumblr_blog\" href=\"/post/714891806385602560/\" target=\"_blank\">kontextmaschine</a>:</p><blockquote><p>See it&rsquo;s called &ldquo;customer&rdquo; because you&rsquo;d be &ldquo;giving custom&rdquo; by <i>customarily</i> getting your iron from this one forge or having a standing order with this cheesemaker for X pounds each winter, because you might buy one-off finished or consumer goods from artisans or marketplace <i>traders</i>, but established merchants dealt in bulk staples and intermediary goods</p><p>The RPG &ldquo;item shop&rdquo; is a backwards projection of a general store concept that dates to the 19th century</p><p>(<i>Potion</i> shop actually has earlier precedent)</p></blockquote><p>I do appreciate how in Jeff &ldquo;Spiderweb Software&rdquo; Vogel&rsquo;s Exile/Avernum tactical CRPGs the &ldquo;general merchant&rdquo; role was often filled by &ldquo;quartermaster of an outpost, trading from its stores&rdquo;, that&rsquo;s pretty historically plausible</p></blockquote>\n<p>I do kinda suspect all the old school RPG creators having such item fixations (&ldquo;glaive-guisarme&rdquo;?) was down to the college history education you&rsquo;d come out with in the 70s being more material-accumulation focused somehow (probably far downstream of the relative accessibility of inventory documents or something)</p>"}