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How to emphaize something is important without rules?
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<blockquote data-quote="I'm A Banana" data-source="post: 6374417" data-attributes="member: 2067"><p>There's more at stake in combat and folks do more of it while playing a game of fantasy murderhobos. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Now, if your game was about, I dunno, living in a stone-age society and carrying trade goods to market and trying to get rich of cowrie shells or something, basket-weaving might be much more important (easily available materials, sturdy container when crafted, potential for art to increase the value, etc.), and the difference between materials and weave patterns and dyes might be important (*roll* looks like geometric patterns with *roll* blue decorations on a white background are at a premium of *roll* 5 cowrie shells, so you make a *roll* substantial profit because of your geometric pattern mastery and your expanded blue color palette). Raise the stakes (your failed craft might mean your family starves!) and add some variety (substances, colors, patterns, crafting houses), some places to roll (profit, loss, substance quality, random marketplace events -- you don't want the big comptetitor to come in and crush you!) and you've got a nice little system going. Maybe have little chits or tokens to represent different styles of basket your character can weave. </p><p></p><p>Adding that onto D&D would be pretty niche, since D&D isn't really about stone-age mercantilism and handicrafts -- it's not what the rest of the rules considers important. There's not much of a market for it beyond the limited rules for the Craft (basket) skill (you can make a palm-leaf spellbook! neat!). Like most truly niche things, you'd have to make your own house rules, simply because most people aren't looking for basket weaving to be very important in a game of dungeon-crawling adventurers, so we don't need much ink spilled over its rules.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6374417, member: 2067"] There's more at stake in combat and folks do more of it while playing a game of fantasy murderhobos. :) Now, if your game was about, I dunno, living in a stone-age society and carrying trade goods to market and trying to get rich of cowrie shells or something, basket-weaving might be much more important (easily available materials, sturdy container when crafted, potential for art to increase the value, etc.), and the difference between materials and weave patterns and dyes might be important (*roll* looks like geometric patterns with *roll* blue decorations on a white background are at a premium of *roll* 5 cowrie shells, so you make a *roll* substantial profit because of your geometric pattern mastery and your expanded blue color palette). Raise the stakes (your failed craft might mean your family starves!) and add some variety (substances, colors, patterns, crafting houses), some places to roll (profit, loss, substance quality, random marketplace events -- you don't want the big comptetitor to come in and crush you!) and you've got a nice little system going. Maybe have little chits or tokens to represent different styles of basket your character can weave. Adding that onto D&D would be pretty niche, since D&D isn't really about stone-age mercantilism and handicrafts -- it's not what the rest of the rules considers important. There's not much of a market for it beyond the limited rules for the Craft (basket) skill (you can make a palm-leaf spellbook! neat!). Like most truly niche things, you'd have to make your own house rules, simply because most people aren't looking for basket weaving to be very important in a game of dungeon-crawling adventurers, so we don't need much ink spilled over its rules. [/QUOTE]
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