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General Tabletop Discussion
*Dungeons & Dragons
What do you want out of crafting rules?
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<blockquote data-quote="Umbran" data-source="post: 8208965" data-attributes="member: 177"><p>Let us clarify that somewhat. There's a split here between the narrative, and gameplay.</p><p></p><p>The idea that, in the fiction, active adventuring is an <em>everyday</em> activity is questionable. Fafhrd and Grey Mouser and Conan were not stealing stuff <em>every day</em> - they hit a big score, and then lived high on the hog for some weeks or months, and then did something else. Continuous action, every day, gets you characters who go from level 1 to level 20 in one in-game calendar year - from nigh apprentice to casting Wish. This is kind of silly, as a narrative, and raises major setting-design questions. So, in the fiction, there should be plenty of time in the interstices, weeks and months between periods of deadly activity, for crafting to occur.</p><p></p><p>However, in terms of a group of people sitting at a table and playing a game, we do not want sub-systems that take large amounts of table-time focused on a single player resolving complicated actions. If your crafting takes half an hour of a table session in which all but one player is sitting on their thumbs, that's a spotlight sharing issue.</p><p></p><p>Thus, crafting needs to be part of a robust "out of adventuring time" pillar that includes things for non-crafters, or crafting must be quick to work though, or done out-of-band from table play.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8208965, member: 177"] Let us clarify that somewhat. There's a split here between the narrative, and gameplay. The idea that, in the fiction, active adventuring is an [I]everyday[/I] activity is questionable. Fafhrd and Grey Mouser and Conan were not stealing stuff [I]every day[/I] - they hit a big score, and then lived high on the hog for some weeks or months, and then did something else. Continuous action, every day, gets you characters who go from level 1 to level 20 in one in-game calendar year - from nigh apprentice to casting Wish. This is kind of silly, as a narrative, and raises major setting-design questions. So, in the fiction, there should be plenty of time in the interstices, weeks and months between periods of deadly activity, for crafting to occur. However, in terms of a group of people sitting at a table and playing a game, we do not want sub-systems that take large amounts of table-time focused on a single player resolving complicated actions. If your crafting takes half an hour of a table session in which all but one player is sitting on their thumbs, that's a spotlight sharing issue. Thus, crafting needs to be part of a robust "out of adventuring time" pillar that includes things for non-crafters, or crafting must be quick to work though, or done out-of-band from table play. [/QUOTE]
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What do you want out of crafting rules?
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