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Profession/Crafting skills: Why?
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<blockquote data-quote="Psion" data-source="post: 4499689" data-attributes="member: 172"><p>Ah, I've been dreaming all these games. Thanks for that, I'll pinch myself next time a craft or profession skill comes up in a game.</p><p></p><p>Crap, I've got a pbp going on right now. OW!</p><p></p><p></p><p></p><p>1) The DM need not drive it. The profession and craft skills players pick often relate directly to their self realized actions during the game. A character who fancies himself a fletcher will make replacement arrows during the game; a character who has craft(poison) obviously intends to make use of the skill.</p><p>2) It need not be ridiculous at all. PCs don't exist in a vacuum. The reason for the PCs involvement in the game may be directly informed by the skill, or vice versa. Is it really ridiculous for a character to make use of profession(sailor) during a seafaring game? Or mining skill in a game in which the character is a miner whose co-workers unearth something better left burried. I find your supposition of how these skills are invoked to be at odds with the real games I have played that rather naturally involve these skills.</p><p>3) If you are trying to shame me for designing a game to address what players are actually interested in (as evidenced by choices made in character design), you'll have to try harder, because it's a valid and compelling technique. </p><p></p><p></p><p></p><p>Absolutely. But AFAIAC, DMing that only accepts one solution to a problem is poor DMing. And players who can come up with interesting ways to make use of their resources are great players.</p><p></p><p></p><p></p><p><strong>For you.</strong></p><p></p><p>I think we have little further basis for discussion here. The game you want to play is not a game I would want to play; I find a game limited to killing things and taking its stuff unsatisfying.</p><p></p><p></p><p></p><p>Do you need to save the world? I'm not talking about a musician class here (though there is de facto one in the core in 1e/2e/3e, BID), or a crafter class or what have you? This is a skill, a minor resource of a character, something that is generally safe to allocate a few points to even accepting that you aren't going to have a critical use for it every game.</p><p></p><p>That said, are there not other challenges on the road? Can the characters not, for example, find it important to impress the emperor of a foreign nation in order to win his support? That's the stuff good stories and good gaming is made of AFAIAC.</p></blockquote><p></p>
[QUOTE="Psion, post: 4499689, member: 172"] Ah, I've been dreaming all these games. Thanks for that, I'll pinch myself next time a craft or profession skill comes up in a game. Crap, I've got a pbp going on right now. OW! 1) The DM need not drive it. The profession and craft skills players pick often relate directly to their self realized actions during the game. A character who fancies himself a fletcher will make replacement arrows during the game; a character who has craft(poison) obviously intends to make use of the skill. 2) It need not be ridiculous at all. PCs don't exist in a vacuum. The reason for the PCs involvement in the game may be directly informed by the skill, or vice versa. Is it really ridiculous for a character to make use of profession(sailor) during a seafaring game? Or mining skill in a game in which the character is a miner whose co-workers unearth something better left burried. I find your supposition of how these skills are invoked to be at odds with the real games I have played that rather naturally involve these skills. 3) If you are trying to shame me for designing a game to address what players are actually interested in (as evidenced by choices made in character design), you'll have to try harder, because it's a valid and compelling technique. Absolutely. But AFAIAC, DMing that only accepts one solution to a problem is poor DMing. And players who can come up with interesting ways to make use of their resources are great players. [b]For you.[/b] I think we have little further basis for discussion here. The game you want to play is not a game I would want to play; I find a game limited to killing things and taking its stuff unsatisfying. Do you need to save the world? I'm not talking about a musician class here (though there is de facto one in the core in 1e/2e/3e, BID), or a crafter class or what have you? This is a skill, a minor resource of a character, something that is generally safe to allocate a few points to even accepting that you aren't going to have a critical use for it every game. That said, are there not other challenges on the road? Can the characters not, for example, find it important to impress the emperor of a foreign nation in order to win his support? That's the stuff good stories and good gaming is made of AFAIAC. [/QUOTE]
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