Anyone who's played a recent RPGish game has seen the drill. You start off equipped no better that a set of dirty rags and a dull knife and end the game in shiny enchanted plate armor and a +5 sword of awesomeness. This provides both a "carrot" to the player (look at how awesome your equipment is), and a "stick" (get behind on the equipment curve and suffer). In almost every game, the way one goes about this is pretty standard.
- Enemies drop trash items and/or cash that one collects
- Enemies (sometimes bosses) randomly drop items worth keeping
- Unused items can be sold to shops for cash.
- Cash can be used to either buy new equipment, gamble for new equipment, or improve existing equipment
- "Town Portal" scrolls, to make return to the market less painful.
- Pack mules or Bag of Holding - Increase amount one can carry, making return trips to sell items less frequent.
- The items enemies drop are low weight and stackable (Final Fantasy XII), also reducing frequency of return trips.
- Pets who can return to town and sell items (Seen in Torchlight)
- Transmute spells, which will convert items to cash.
- Shops and merchants who are co-located near/in the dungeon at hand.
- Have a time system, either food or a deadline, which punishes players for returning to town more than the item is worth.
- Remove the selling system in its entirety (Crawl)
- As you travel farther from the starting area, or visit new towns, better equipment appears for purchase.
- As you progress in the plot, items shops everywhere restock with better items
- Many items exist for purchase from the start of the game, but you can't use the good ones due to lack of skill, strength, or level
- Many items exist for purchase from the start of the game, but are priced out of range of all but the most dedicated grinding players

