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RPG Evolution: Craft Everything
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<blockquote data-quote="Staffan" data-source="post: 9679375" data-attributes="member: 907"><p>The issue with crafting in TTRPGs as opposed to CRPGs is that in a CRPG, crafting can often be a satisfying side gig to the actual adventuring and with ingredients gained as a side effect from said adventuring. For example, if you're a herbalist in World of Warcraft (which is where I have the most experience with this sort of thing), you'll naturally run into herbs you can pick while out murdering monsters, and these can then be turned into potions (with the Alchemy skill) or ink used for glyphs (with the Inscription skill). It does take a little time, but it's time that's a minor diversion from what you're doing anyway, and also serves as a way to break up the normal grinding. In theory, the game can also provide different resources in different areas, although in WoW that was primarily level-based – i.e. you'd find more or less the same herbs in the cool semi-arid rolling hills of the Arathi Highlands as you would in the tropical rainforests of Northern Stranglethorn, because they're both level 25-30 regions.</p><p></p><p>Anyway, my point is that in a computer game, you can rack up crafting resources as a side effect of normal adventuring, but that's hard to implement in tabletop – at least in a way that makes it satisfying. You <strong>could</strong> just say something like "When traveling at a normal pace, roll on a table so-and-so every day to see what you can harvest", but that doesn't have the satisfaction of seeing a Mageflower plant pop up on your minimap while you're out hunting centaur in the Barrens and looking around for it and finally finding it and picking it. In addition, to make it satisfying you'd need a fairly robust crafting system – something more than "you need 45 gp worth of ingredients to make a thingamabob."</p></blockquote><p></p>
[QUOTE="Staffan, post: 9679375, member: 907"] The issue with crafting in TTRPGs as opposed to CRPGs is that in a CRPG, crafting can often be a satisfying side gig to the actual adventuring and with ingredients gained as a side effect from said adventuring. For example, if you're a herbalist in World of Warcraft (which is where I have the most experience with this sort of thing), you'll naturally run into herbs you can pick while out murdering monsters, and these can then be turned into potions (with the Alchemy skill) or ink used for glyphs (with the Inscription skill). It does take a little time, but it's time that's a minor diversion from what you're doing anyway, and also serves as a way to break up the normal grinding. In theory, the game can also provide different resources in different areas, although in WoW that was primarily level-based – i.e. you'd find more or less the same herbs in the cool semi-arid rolling hills of the Arathi Highlands as you would in the tropical rainforests of Northern Stranglethorn, because they're both level 25-30 regions. Anyway, my point is that in a computer game, you can rack up crafting resources as a side effect of normal adventuring, but that's hard to implement in tabletop – at least in a way that makes it satisfying. You [B]could[/B] just say something like "When traveling at a normal pace, roll on a table so-and-so every day to see what you can harvest", but that doesn't have the satisfaction of seeing a Mageflower plant pop up on your minimap while you're out hunting centaur in the Barrens and looking around for it and finally finding it and picking it. In addition, to make it satisfying you'd need a fairly robust crafting system – something more than "you need 45 gp worth of ingredients to make a thingamabob." [/QUOTE]
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