Catégories : Tous - skill - templates - resources - tools

par Arne Sostack Il y a 17 années

431

RPG: Dunderhill Crafting system

RPG: Dunderhill Crafting system

Crafting system

Products

Skills

Skills should be measured in levels and affect the quality of the crafting product.

All commands should be available to anyone.

One's skill level can be increased by:




  • Watching someone with higher skill than oneself do work using that skill. (?)
  • The finish of a project one has taken part in. The more extreme result, the higher the odds of increasing one's skill. (A total failure teaches you more than a middle-of-the-road result.)
  • Learning
    Formal teaching
    Practice

    With a master

    Solo

    Talent

    Quality

    Quality of the resulting product is determined by various factors:

    Skill level of the person producing the item. This may be weighted differently on each action, so that less important subtasks can be delegated to less skilled craftsmen, such as apprentices.

    Quality of the resources used. Again, this may be weighted, but probably less so than skill level.

    Workspace and/or tool quality.

    Other factors. Weather, magic, and other effects in the game may affect the resulting product.

    Random factor. Some randomness in the quality could be useful, though generally this could be achieved through more fair options, such as randomizing resource quality and allowing skilled craftsmen evaluate the resources so that they may choose the best ones.

    Outside factors
    Random factor
    Tools
    Skill level

    Templates

    When a project is finished, all participants should be given access to the template for the project.

    A template allows the craftsperson to create an object like the original simply by adding the correct amount of each required resource. The resulting object's quality is determined as if the advanced method of object creation was used, except that all commands are considered executed by the same person.

    The quality of an object created based on a template should be lower than the same object created in the advanced way.

    Lower quality
    Easy

    Resources

    A wide range of resources should be available to the craftspeople.

    Dusts
    Bone
    Meats
    Milks
    Woods
    Wools
    Furs
    Rocks
    Metals
    Oils
    Waters
    Plants

    Workspace

    Any crafting should take place at a workspace. For some crafts, such as smithing, a formal workspace (containing an anvil and a fireplace) is necessary. For others, e.g. a woodworker cutting a figurine, it is possible to carry their workspace with them.

    The crafter has a workspace, either a formal one (as in the smithy) or a project workspace which represents the project being worked on. Each workspace has a buffer to which task items can be added. A task item consists of a type, an amount, and a quality. Craft-related commands all add to the buffer, as does adding resources to the buffer. Each time a task item is added to the workspace, the workspace matches the current list of task items against the object templates that are available to see if one has all its requirements fulfilled (meaning that sequence of the task types and amounts match). If a match is found, the project is complete, and an object based on the template appears.

    One might work on several projects by switching between different buffers. With a project workspace, activating a different project workspace would work, while the formal workspace would offer switching between different projects internally.

    Several people can work on the same project by using the same workspace. Project workspaces would be handed from person to person, while anyone in the location of a formal workspace would be able to work on the active project.

    Formal workspace
    Context