Crazy Jerome
First Post
That said, I do like the idea of a crafting system where rare materials and ingredients allow you to make cooler items. Players are always wanting to make armor out of dragon scales and stuff like that, and often when a PC has some kind of craft-y skill like herbalism, they'll announce "I'm looking for medicinal herbs around our camp." This seems like a great place for an optional "crafting materials" subsystem. The trick is to figure out how to make it work without feeling like an MMO where you have to collect five grey wolf pelts and a chunk of iron ore to make whatever it is.
In the early design talk of an MMO that never went anywhere, one of the concepts heavily discussed was crafting. What I wanted that they were considering was that crafting at home, in your shop, was generally easy. But to do the really good things, you didn't collect ingredients and then go home. You had to do some crafting on them while they were still dangerous. So for a "dragon scale" to be used in armor, the crafting process had to start while the scales were still on the dragon. Then you'd take the scales home and finish the armor.
Of course, not everything has to be that extreme. The reason the example of looking for herbs around camp works for me is that the reward and risk are in line. You get some modest herbalism crafting options for the chance that the orcs that might be sneaking up on the camp will have a better chance at ambushing the poor herbalist.