Just a quick note:
I was reading through a topic posted in there: https://www.bgtscc.net/viewtopic.php?f=10&t=74604.
So, remembering player RP initiative that was held not so long ago (and i haven't heard about it more than YYJ did some good RP adventures to players), i started to think: "Here i am, an EU player who hardly crosses most of server people ICly outside of Discord. What can i do to socialize my lvl 20 PC among some lowbie PCs?". Usually, i find running around with lower lvl PCs pretty dope since they don't feel comfortable and i also just walk around looking and commenting them killing mobs.
As YYJ did those quests, i though of my own ideas that would be a bit random and different, but focused on helping lowbies to make groups for a shared goal and to level up and to have a "quest" feeling behind their "kill 1 000 gobbos so you get another level to kill 10 000 gobbos to get yet another level".
Right now, there are very few items that can work as "quest" object and everything is to be done either under Questing PC supervision or simply by trusting people. Say, i want people to go and grab my family ring from Gullykin crypt, because i was clumsy and that damn lich stole it. But, it's rp intensive and should be done right here right now and not many people will have time and desire to do it that long.
So, i came up with an idea that can also be some basic part of crafting system (if that would ever be implemented). The idea itself is as simple as adding some mob-specific drops that can be turned into something that can be sold cheap on merchant or to other players.
We all know those beetle shells, ectoplasm etc. Most people just don't do them since they have a poor weight/cost ratio.
But, what if someone gathers those Orc axes and then smelt them into fine iron ingots that could be sold to vendors or, more precisely, to other players and even guilds for their RP purposes. Having all the wood, metals as items (even if there would be no crafting system besides making those raw materials into pure ones) etc can widen the RP of techsmiths, make some "trade" and it can also give much more RP opportunities for guilds, adventurers and even DMs.
And, those ingots/wood can be used by people with DM supervision on doing N and X. Say, some story lead to a building being damaged. So, instead of "go pay N gold for it to be fixed", one can actually gather those materials themself or buying them from other people to do all the funky RP stuff.
So, long story short, my proposition is adding more creature specific loot drops (similar to already existing wolf pelts, troll hides etc) that people can pick or ignore. And, using already existing craft benches, PCs can turn those loots into real metal ingots/gems/wood/whatever so these items will still be cheap to sell to vendors, but they can give tons of RP purposes to be used.
Say, i can play a smith who wants N pieces of Ogre metal pants because there are fractions of mithral in those! That opens an endless world of varius rich PCs who can give tasks to lower level PCs for golds and fun while being able to make sure they did that task without supervision!
Not so crafting... Or is it?
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Re: Not so crafting... Or is it?
Previously players have but a bounty on existing collectables. IE increased their value so that they are the premium buyer. They might choose a place of hand over that creates a quest in itself. They might combine collectables with their own rp story, making the collecting more unique. The quest giver is likely running at a loss at this point and created something of a rp enhancing gold sink. However they may put their rp to another player ...who might play along and collect your collection, tied to other things perhaps moving it all up the scale...or a dm might get involved somewhere along the scale finding a npc reason for all this combined collecting....to move all this collecting and rp along to more rp.
This is really about imagination, rp desire, and that not all games lead to gold and xp.
The building blocks for all this are in play and needs no more building really.
I have created some rp epic items that mostly draw on existing items, to promote rp, and collection. So you can also hire parties to explore for clues in a bid to find all this wonderful linking rp. These are difficult long term goals. DMs will I am sure be happy to help and encourage all these types of initiatives. So get em.
This is really about imagination, rp desire, and that not all games lead to gold and xp.
The building blocks for all this are in play and needs no more building really.
I have created some rp epic items that mostly draw on existing items, to promote rp, and collection. So you can also hire parties to explore for clues in a bid to find all this wonderful linking rp. These are difficult long term goals. DMs will I am sure be happy to help and encourage all these types of initiatives. So get em.
- Hoihe
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Re: Not so crafting... Or is it?
Introducing raw materials even without crafting them into anything useful sounds great to me. Crafting that's just processing stuff sounds even better, especially if it can be made to be involved rather than just 2 clicks. Involved = can RP out the process organically and involve others.
Might even be able to use it to put some weight behind all the trade agreements noble houses and settlements have amongst them.
Might even be able to use it to put some weight behind all the trade agreements noble houses and settlements have amongst them.
For life to be worth living, afterlife must retain individuality, personal identity and memories without fail - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
A character belongs only to their player, and only them. And only the player may decide what happens.
- Planehopper
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Re: Not so crafting... Or is it?
Yeah this is the entire basis for Rocky Creek. Jackard's entire concept is built around the available harvestsble items and his ability to buy them, sometimes at a small loss and much ooc time, to promote RP for himself and between factions.DM Spartacus wrote: ↑Sun Jan 17, 2021 6:34 am Previously players have but a bounty on existing collectables. IE increased their value so that they are the premium buyer. They might choose a place of hand over that creates a quest in itself. They might combine collectables with their own rp story, making the collecting more unique. The quest giver is likely running at a loss at this point and created something of a rp enhancing gold sink. However they may put their rp to another player ...who might play along and collect your collection, tied to other things perhaps moving it all up the scale...or a dm might get involved somewhere along the scale finding a npc reason for all this combined collecting....to move all this collecting and rp along to more rp.
This is really about imagination, rp desire, and that not all games lead to gold and xp.
The building blocks for all this are in play and needs no more building really.
I have created some rp epic items that mostly draw on existing items, to promote rp, and collection. So you can also hire parties to explore for clues in a bid to find all this wonderful linking rp. These are difficult long term goals. DMs will I am sure be happy to help and encourage all these types of initiatives. So get em.
I would LOVE to see more harvestable items, be they plant, animal part, mineral, or scrap found... and have them tied to market as opposed to a quest. Things like wolf pelts and troll hides could be big boons to RP but they suffer when tied to NPCs alone.
I truly appreciate all you've done to engage RP, Spartacus, and have enjoyed your take on mercantile interaction, item recovery, bounty collection, etc. Your ideas in these areas have really helped stimulate RP, even when you are off line. Thanks!
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Re: Not so crafting... Or is it?
That's exactly what i though of when coming up with this idea. Say, miner guilds can work ICly and OOCly to have stockpiles of materials to be sold/transported etc. Rping a caravan of people who have their horses full with metal bars and being waylaid by opposing party. Or selling those materials to to a guild that builds their own guildhouse now. Fight-based guilds that hire smiths to RP they work the metal they buy to make armors for NPC soldiers etc.Hoihe wrote: ↑Sun Jan 17, 2021 7:01 am Introducing raw materials even without crafting them into anything useful sounds great to me. Crafting that's just processing stuff sounds even better, especially if it can be made to be involved rather than just 2 clicks. Involved = can RP out the process organically and involve others.
Might even be able to use it to put some weight behind all the trade agreements noble houses and settlements have amongst them.
And also, all the ranges of player quests of "Make the roads safer. Bring me N wyvern stingers as a proof you did it".
- Planehopper
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Re: Not so crafting... Or is it?
Here is a full list (IC) of existing items like that. Love the idea to expand it.EasternCheesE wrote: ↑Sun Jan 17, 2021 8:01 amThat's exactly what i though of when coming up with this idea. Say, miner guilds can work ICly and OOCly to have stockpiles of materials to be sold/transported etc. Rping a caravan of people who have their horses full with metal bars and being waylaid by opposing party. Or selling those materials to to a guild that builds their own guildhouse now. Fight-based guilds that hire smiths to RP they work the metal they buy to make armors for NPC soldiers etc.Hoihe wrote: ↑Sun Jan 17, 2021 7:01 am Introducing raw materials even without crafting them into anything useful sounds great to me. Crafting that's just processing stuff sounds even better, especially if it can be made to be involved rather than just 2 clicks. Involved = can RP out the process organically and involve others.
Might even be able to use it to put some weight behind all the trade agreements noble houses and settlements have amongst them.
And also, all the ranges of player quests of "Make the roads safer. Bring me N wyvern stingers as a proof you did it".
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- Hoihe
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Re: Not so crafting... Or is it?
https://www.realmshelps.net/magic/items/alchemy.shtml
Some neat items for foraging RP seeing Planehopper's own post.
... I have a particular interest in implementation of Elf Willow.
Valefort said split will see to reimplementing of Sharp Teeth river map, so it could have an Elf Willow for gathering. Or have it be dropped by orcs in Sharp Teeth.
Some neat items for foraging RP seeing Planehopper's own post.
... I have a particular interest in implementation of Elf Willow.
Valefort said split will see to reimplementing of Sharp Teeth river map, so it could have an Elf Willow for gathering. Or have it be dropped by orcs in Sharp Teeth.
For life to be worth living, afterlife must retain individuality, personal identity and memories without fail - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
A character belongs only to their player, and only them. And only the player may decide what happens.
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- Posts: 1947
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Re: Not so crafting... Or is it?
This can be further expanded into extended consumables crafting for sure. Like, crafting medkits, healing potions etc.
I just don't set those complex goals yet. Bringing ingots and some wood back to game so they can become another part of player-accessible rp tools can help with player-player and guild rp in my opinion. And, id things go well and people like it, os a good sign this part of gameplay requires some attention to expand and make it more complex.
I just don't set those complex goals yet. Bringing ingots and some wood back to game so they can become another part of player-accessible rp tools can help with player-player and guild rp in my opinion. And, id things go well and people like it, os a good sign this part of gameplay requires some attention to expand and make it more complex.