Okay, since Matt asked for more input
on crafting, here's my treatise about it. As I mentioned, I've been
dealing with it in the game I am DMing myself, so I thought I would
share some of my thinking about different options in the hope that it
is helpful. There are no right or wrong systems. From a game design
perspective each decision has consequences that are worth thinking
about carefully. So far the ideas for Udrus seem fun and interesting.
General Thoughts
An item creation system performs
different functions depending on the overall level of treasure and
rewards in the game and the way they are distributed. In games with
higher levels of gold and magic items, item creation gives players
something interesting to do with their excess gold. It also means
that players can turn unwanted magic items into something that they
will use by selling them off. This is especially useful when the DM
uses the random tables for generating magic items. In other games I
have been in, there have been many items that the characters have not
been interested in, so they can sell those unwanted items off and
make something different. The DM has control over what items get
crafted by limiting the available formulas. Formulas are the main
“gate” that prevents players from getting items that the DM
doesn't want them to have.
Application to Udrus
In Wilds of Udrus, it seems that the
situation is very different. The overall level of treasure and magic
is low. This is very fun as well, because it makes each item super
cool. However, the players do not have excess gold, nor do they have
unwanted magic items. In this situation, item creation serves a
different purpose. It can be a good motivation for adventuring.
As such, the system used cannot be the
same as the one in the DMG, because the characters simply won't be
able to pay the costs. We earn around 25G per adventure. It would
take 20 adventures to earn enough gold to craft a single uncommon
item from the DMG for 500G.
So, the idea of searching for
components or raw materials for items is actually brilliant in this
situation. It means that items can be crafted more cheaply than the
DMG prices, since we are finding the stuff ourselves, and it also
motivates adventuring.
Detailed Feedback on the Current
Brainstorm
The current proposed system as I
understand it goes like this. In order to craft an item a character
must:
1) Learn the recipe.
2) Gather the components.
3) Craft it or pay someone to do it.
4) Pay 15 times the “base cost.”
5) Empower it.
I'll go through each step and analyze
it.
Learn the recipe. In the DMG system,
the recipe was the important gate or valve that gave the DM control
over what items could be allowed in the game. In Udrus, the gathering
of components serves the same function. For example, if a player
wanted to craft a bag of holding, and Matt was violently opposed to
bags of holding, then he could simply say that one of the components
required to craft a bag of holding is freshly drawn blood of an
ancient red dragon. Then the bag of holding is effectively
uncraftable (or won't be for a very long, long time anyway!) So,
recipes do not have to be a big deal and from a game design
perspective we would be best served by something elegant like saying
that practicing professionals know the formulas or can find them
relatively easily.
2) Gather the raw materials. This is
the heart of the system and what makes it fun and unique. In order to
make it work though, components probably should not generally be
bought and sold. Otherwise we end up with the problem we had
yesterday where characters just don't have enough money to pay for
them. If they are commodities then they become something like a gold
cost, which is like the DMG system that we are trying to avoid in the
first place. The raw materials are the safety valve that the DM uses
to limit what appears in the game and can be very hard to find.
3) Craft it. This works really well
also, since it emphasizes characters being self-sufficient and can
create character interaction as non-crafters ask for help from the
crafters. Good stuff.
4) Pay costs. Honestly I don't
understand this part. If we have gathered the raw materials, have the
right tools, and provided the labor, then the work is done. What
would an additional cost be for? I'd scrap this step if it were me.
5) Empower it. This is the fun part and
also fosters character cooperation. Traditionally only casters can do
the actual enchanting. Depending on the item they may need to know
very specific spells to do it. So a caster like Evie might ask Illoa
to help her forge the metal part of a magic staff, and in return
Illoa asks Evie to cast firebolt to enchant Illoa's Flail of Fiery
Infernal Doom and Infinite Devastation. This could be fun.
Ultimately, the system needs to be
relatively straightforward and meet the overall goals of the game. If
it takes too much record keeping or rulings or drama then we would
probably be better served by just having more magic items placed in
the game and save ourselves the trouble of worrying about this whole
complicated crafting thing. Maybe we have better things to do with
our time, like playing the game itself!
And now I've said too much.
Great times yesterday and good luck
tomorrow!