Templates & Instances
Understand the template/instance pattern that powers items, shops, and loot in ScryMarket.
Last updated: February 21, 2026
The Core Pattern
ScryMarket uses a template/instance pattern throughout the system. Understanding this pattern helps you work more efficiently with items, shops, and loot.
| Component | Template | Instance |
|---|---|---|
| Items | Definition (name, weight, value) | A specific copy in your inventory |
| Shops | Design (what it sells, pricing) | A deployed shop in your party |
| Loot | Drop table (items, quantities) | An active loot drop to claim |
Items: Templates and Instances
Item Templates
An Item Template defines what an item IS:
- Name, description
- Weight, value
- Stack size, rarity
- Game system
Templates can be:
- Public (marketplace) - Available to everyone
- Private - Only visible to the creator
- Forked - Copied and modified from another template
Item Instances
An Item Instance is a specific copy in YOUR inventory:
- Has a quantity (how many you own)
- Lives in a specific container
- Can have custom notes
- Tracks who owns it
Example
The “Longsword” template defines what a longsword is. When you add one to your inventory, you create an instance of that template. You might have 3 longsword instances across different containers.
Why This Pattern?
Consistency
When you add a “Healing Potion” from the marketplace, you get the same item everyone else gets: same weight, same value, same description. No transcription errors.
Reusability
Create a custom magic item once, use it forever. Add it to multiple characters, share it with your party, or publish it to the marketplace.
Flexibility
Instances can be customized without affecting the template. Rename your “Longsword” to “Grandfather’s Blade” without changing the underlying item definition.
Attribution
Forked templates track their origin. If you modify someone’s item, the original creator still gets credit.
Shops and Loot
The same pattern applies to shops and loot:
Shop Templates
Define a shop’s:
- Name and description
- Inventory (which items to sell)
- Pricing (markup/markdown percentages)
- Restocking behavior
Shop Instances
When you “deploy” a shop template to a party:
- Creates a specific shop instance
- Players can browse and buy
- Inventory is tracked separately from the template
- Can be removed without affecting the template
Loot Templates
Define a loot drop’s:
- Items that can appear
- Quantities and probabilities
- Distribution rules
Loot Instances
When you “drop” loot for a party:
- Creates a claimable loot instance
- Players see and claim items
- Tracks who took what
- Disappears when fully claimed
Card Views
Item, shop, and loot templates can be viewed as visual cards in the Card Showcase. Cards present templates in a printable, tabletop-friendly format with artwork, stats, and descriptions. You can access the Card Showcase from any template’s detail page in the marketplace.
Shared Inventory
Party inventories can be shared publicly via a unique link. This creates a read-only snapshot that anyone can view without logging in, useful for session planning or sharing your party’s gear with absent players. Share links are generated from the Party Settings page.
Practical Implications
For Players
- Items you add are linked to their templates
- Template updates don’t affect existing instances
- You can fork public items to create variants
For GMs
- Create shop/loot templates once, deploy many times
- Each deployment is independent
- Templates stay in your library forever
For Creators
- Publish templates to the marketplace
- Get attribution when others fork your work
- Build a library of reusable content
Learn More
See the Inventory Guide for practical steps on adding and managing items.