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General Tabletop Discussion
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What do you want out of crafting rules?
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<blockquote data-quote="Greenstone.Walker" data-source="post: 8209833" data-attributes="member: 6788312"><p>I'm going to take a contrary, and maybe controversial, view. I want crafting to be expensive for the characters and/or the players.</p><p></p><p>As a GM, I don't want to sit and watch players spend an hour doing crafting stuff, having their characters spend two months making an awesome sword/armor/whatever. *</p><p></p><p>If crafting is effective (the return is more than the investment) then why would a character even enter a dungeon and risk their life and limb?</p><p></p><p><em>There's the dungeon of the snow lich! There's a magic sword entombed with the undead monster!</em></p><p style="text-align: center"><em>No thanks, I can make a better magic sword myself.</em></p><p></p><p><em>That bandit group have thousands of gold. We should raid them.</em></p><p style="text-align: center"><em>No, when I finish this armour I can sell it for thousands of gold.</em></p><p></p><p>More technically, I don't want crafting in the game because I don't want an economy in the game, because economies of swords & sorcery worlds are complex. Allowing the players to craft stuff means someone (probably me) has to worry about supply and demand, material costs, inflation, scarceness of resources, etc. </p><p></p><p>Also, crafting is boring. The LOTR movies didn't show three hours of Aragorn crafting a sword - they showed Aragon out doing exciting stuff while someone else crafted the sword and brought it to him. </p><p></p><p>The weaponsmiths and alchemists and herbalists are the people the adventurers say goodbye to on their way to having adventures.</p><p></p><p>_____</p><p>* Also, as a GM I don't want to sit and watch players do stuff without me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 8209833, member: 6788312"] I'm going to take a contrary, and maybe controversial, view. I want crafting to be expensive for the characters and/or the players. As a GM, I don't want to sit and watch players spend an hour doing crafting stuff, having their characters spend two months making an awesome sword/armor/whatever. * If crafting is effective (the return is more than the investment) then why would a character even enter a dungeon and risk their life and limb? [I]There's the dungeon of the snow lich! There's a magic sword entombed with the undead monster![/I] [CENTER][I]No thanks, I can make a better magic sword myself.[/I][/CENTER] [I]That bandit group have thousands of gold. We should raid them.[/I] [CENTER][I]No, when I finish this armour I can sell it for thousands of gold.[/I][/CENTER] More technically, I don't want crafting in the game because I don't want an economy in the game, because economies of swords & sorcery worlds are complex. Allowing the players to craft stuff means someone (probably me) has to worry about supply and demand, material costs, inflation, scarceness of resources, etc. Also, crafting is boring. The LOTR movies didn't show three hours of Aragorn crafting a sword - they showed Aragon out doing exciting stuff while someone else crafted the sword and brought it to him. The weaponsmiths and alchemists and herbalists are the people the adventurers say goodbye to on their way to having adventures. _____ * Also, as a GM I don't want to sit and watch players do stuff without me. :-) [/QUOTE]
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What do you want out of crafting rules?
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