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<blockquote data-quote="howandwhy99" data-source="post: 6040845" data-attributes="member: 3192"><p>Crafting is a big part of the LARP community and there they actually create all kinds of stuff. Clothing, weapons, even buildings for which to play in. </p><p></p><p>For D&D, crafting is almost exclusively part of the class one plays. Warriors might create arms and armor. Thieves traps, hidden caches, secret doors, and the tools of their trade. Wizards make magic items, of course, as do Clerics, but of a different sort. </p><p></p><p>Basically, almost all of the crafts and professions are simply NPC classes. They do stuff that most PCs don't because they don't have a lot to do with adventuring (at least adventures quite different from finding a rock for your stone wall). </p><p></p><p>In terms of constructing a world and any communal groups of creatures living in that world, then resource collection, construction, trade and also service are probably going to be part of that game system. The Player Characters don't have to do these things, but navigating a city? Even a farm village is a complex community interconnected web of interactions that make up its culture. By default PCs are strangers in a strange land and learning how to get what they want or at least what they need can and probably should be part of the game. </p><p></p><p>What I don't see as a core campaign focus is a group of people deciding to get together to adventure through an imaginary barn raising or reaping of the crops. It's actually pretty boring. Designing architecturally a building? Yeah, that could be cool and PCs might build their own homes or fortresses at some point, but they may just as easily acquire one some other way too.</p><p></p><p>Resource management is central to almost every available kind of game. What I don't see is all of those potentially different crafting games, as complex as some can be, being central to D&D. I mean, maybe we merge Agricola into D&D because the players spend 90% of the session on such stuff, but I suspect that group would be an outlier.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6040845, member: 3192"] Crafting is a big part of the LARP community and there they actually create all kinds of stuff. Clothing, weapons, even buildings for which to play in. For D&D, crafting is almost exclusively part of the class one plays. Warriors might create arms and armor. Thieves traps, hidden caches, secret doors, and the tools of their trade. Wizards make magic items, of course, as do Clerics, but of a different sort. Basically, almost all of the crafts and professions are simply NPC classes. They do stuff that most PCs don't because they don't have a lot to do with adventuring (at least adventures quite different from finding a rock for your stone wall). In terms of constructing a world and any communal groups of creatures living in that world, then resource collection, construction, trade and also service are probably going to be part of that game system. The Player Characters don't have to do these things, but navigating a city? Even a farm village is a complex community interconnected web of interactions that make up its culture. By default PCs are strangers in a strange land and learning how to get what they want or at least what they need can and probably should be part of the game. What I don't see as a core campaign focus is a group of people deciding to get together to adventure through an imaginary barn raising or reaping of the crops. It's actually pretty boring. Designing architecturally a building? Yeah, that could be cool and PCs might build their own homes or fortresses at some point, but they may just as easily acquire one some other way too. Resource management is central to almost every available kind of game. What I don't see is all of those potentially different crafting games, as complex as some can be, being central to D&D. I mean, maybe we merge Agricola into D&D because the players spend 90% of the session on such stuff, but I suspect that group would be an outlier. [/QUOTE]
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