In this sense, the player might drive up the prices of anything constructed with ore in an area relative to the mine he just collapsed while battling a giant dwarf.
I was thinking about this, as well, as it ties into a greater philosophy I have about having the player indirectly affect the game world to improve design aspects as well as logical ones. The player is going to go and kill Blaggi the Giant Cave Dwarf because it's a quest and the player loves quests. Well, after he kills him, he's going to have leveled up from fighting Blaggi's minions, part of the Cave Dwarf Miners Union Local 26, so he'll need better items. Luckily, destroying Blaggi and his dirty union henchmen has allowed the city's honest non-union miners access to excellent iron ore, so in they go. The smiths sell better swords, now! This lets you reuse towns, since now the player is setting off in a different direction from the same point. This allows designers to focus on making a couple good towns rather than a plethora of totally interchangeable ones. Similar ideas are players opening merchant passes, shipping routes, et cetera, et cetera, to change the challenge of any given area rather than have each place he visits contain precisely one hardship. One of the reasons I like thinking about logical things and encourage others to do it isn't because I think realism is a must in every video game but because it forces your brain to think up interesting solutions to challenges you've created for yourself, rather than just write them off as being "just a game". The player usually appreciates the extra effort.
Buying out a shop of its potions would just result in having to wait as they restock the shop. Do it enough times and the shop might restock faster, as the owner tries to keep up with demand. Do it enough times after that and the owner might stock new types of items with the extra surplus he's getting from you buying his potions. In this sense, it is possible that the prices of potions eventually rise as the producers of the potions start running low on the material components of the item, or the owner seeks new potion providers who might charge higher prices because it is less convenient to ship to him.
This COULD be fun, but it sounds a bit like an expansion of what Morrowind did, and that was no fun at all. Each merchant had a set amount of gold each day, which you obviously wanted to get since it weighed nothing. Except some of the items sold for 60000 gold and the most merchants carried was 7000, or something. Which meant if you wanted it, you had to trade for their ENTIRE INVENTORY (in barter), then rest for 24 hours, and sell items piece by piece over the next couple days until you got it all and shrugged the heft of those items off. I'm not saying it wouldn't be easy to make a better system than
that but the trick is in balancing it. You don't want the player to get swamped in an area because they are trying to level up to get past the next area, but need loads of potions to keep going, but you also don't want to make the system's effects so negligible that there is no point in implementing it, either. I mean, what if I really need thirty potions but the merchant only has ten? I'd have to wait around for him to get more.
This system would, however, lend itself well to a game that had lots of merchants all vying for their market share; one potion merchant sells out, and the next day all the other merchants raise their prices for health potions. This happened a lot in medieval times in local economies. It could also be interesting to see implemented in a sort of Uncharted Waters that was set entirely in one huge city where you are trying to make money as an adventurer. You've settled down, and are trying to run the best business in town by controlling the town's economy, all the while making gold slaying orcs for the city guard on the side. Hmm, could be interesting!