Sometimes in games, buying stuff is a bit exciting but then you're like "oh that's all there is? cool".
I don't want that to happen. Equipping a character is often among the earliest things a player will do in your game. Some like this to be fast and efficient, to get into play as soon as possible. That's fine and easy to do. This post isn't about that.
This post is about making that equipment process, that early introduction of a player to your game and setting, into part of the game. Set the tone and turn it into play. Get your players thinking in the "right" kinds of ways, picturing the world they're pretending to explore and/or ruin. If a simple necessity (sort of) such as equipment purchasing consistently presents them with a sample of the game's energy, players might start to think in terms of their character and the world s/he inhabits. Increased enjoyment should hopefully follow.
There's still a lot of finalising to do in my game (many of the details need to be eloquently scrawled, etc.), but here are some places you can go to get stuff in New Feierland. Each will, of course, have its own list of stuff, services and modifications.
Misplacement of a piece of your body can occur unexpectedly and without provocation. Despair not, young chap or chapette! It needn't be the end of your thriving! Come visit Macintosh's Prostheterie for a great range of custom limbs and organs!
Esoterica and Obscurisms. Trinkets and Curios. Ornament. Gimcrack. Accoutrement. Paraphernalia, Contrivance, Apparati, Ornament Again. Somethingrother. Biscuit. Honestly, I don't even know where most of this stuff came from. Whoever made them are probably dead or an elf or a dead elf. Buy something.