I was recently thinking about that old game trope where you get a mundane object near the start of the game and consequently as you meet more people you find someone that wants it.
They trade your stick for a bucket.
Then you find someone that wants a bucket and offers to trade a hat.
Until you end up trading a magic gem for an amazing treasure.
Has anyone ever tried to do that in an tabletop game? I bet it's hard to do. The players would be trying to metagame the whole scenario ie. trying to trade outside the expected scope of the intended trade/ selling the item. What kind of world is it where no one will buy a sparkly gem?
Maybe it would work better as a character concept.