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Re: Crafting Systems: Work Versus Reward
On the topic of crafting... I think that if you thing of it as work vs reward then you get a very clean cut outline of what is there to make and how to make it. That is why I feel that crafting needs a bit of tweaking and along with it itemization. I say this by applying this factor to it. People want to be on top sure, but with being on top comes the price that one day the top will change and then the race to be on top begins. Of course that also assumes that itemization relegates the top spot in a game. A solution is that in a work vs reward system the work should always relate to reward in that more work equals more reward.
However, that does not mean that the work is simply gather materials, train skill, find recipe. Work needs to be innovation and innovation leading to the best product possible. But how do you ask is innovation possible in a game where items are put inside a box? Easy, you make items that are found around the world inspectable for crafting technique. Now you may ask how does that induce innovation? Well, as a crafter you may have mastered your age, species, or cultures way of crafting items. That does not however limit you to finding unqiue crafting forms and or crafting types that allow special bonuses unique to that culture, time period, or race.
An example of this can be shaped as such. You are human and make a stock shortsword. Traveling around the world you slay many monsters with your sword. On your travels you find a Ancient Elven Stock Shortsword. Inspecting it you find it has been crafting in such a way to reduce its weight and increase its strength at the point. You now understand the forging pattern for that blade. (Of course it would be a bit more than just that.) You can of course use that ancient blade and its powers, but now you also know the way it was crafted and can craft weapons with an Ancient Elven twist on it. Its unique in that it is something the player must think of to do. When you look at a weapon you must decide if it is worth inspecting it or not.
This is just an example of something that innovation can lead to better rewards for those who work outside the box of just finding materials and working towards a certain design. Innovation in the crafting aspect of a game is something that definitly can change how it works for the better. So I am all for Work Vs. Reward as long as the work is not dull and dry like just gathering materials and recipes and skill level. Make the crafter think a bit!
Yet another text block complete.....
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