Poll Crafting
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I Voted for DM -assisted with the notion we were speaking of Magic based crafting....which I still hold strong to....
Mundane crafting should be available without a dm present....My PC would never craft anything mundane....nor would I ever make a PC who would.....but what reason would I have to care if someone else wants to...........NONE....silly to argue against.....
I would also argue against the notion that a fletcher/weaponsmith can or would not be an adventurer.....(ie; you decide to play a Koza swordmaker/weapon master.....unless opportunity presents itself for you to embark on an adventure you stay in your smithy and produce masterwork Katana's)
Mundane crafting should be available without a dm present....My PC would never craft anything mundane....nor would I ever make a PC who would.....but what reason would I have to care if someone else wants to...........NONE....silly to argue against.....
I would also argue against the notion that a fletcher/weaponsmith can or would not be an adventurer.....(ie; you decide to play a Koza swordmaker/weapon master.....unless opportunity presents itself for you to embark on an adventure you stay in your smithy and produce masterwork Katana's)
Rusty is bringing to us yet another version of Alfa's distrust....
If someone abuses the system let a dm punish them IC...
I am really starting to get beaten down by all of this paranoia...
-Remove static spawns because they "may" get farmed
-No crafting cuz someone "may" "craft" when it's not IC
-The spawns we do have have no dropable loot cuz the pc's "may" get wealthy and make a name for themselves as "successful adventurers"
-Make a wealth guideline so PC's dont have to EVER worry about a lower LvL having an item that may shift the outcome of a CvC...yup try to deny it....I dare ya....gutless pigs((just kidding, take it easy))
I have a new paranoia and I want something done about it....It appears to me that all of alfa are betraying themselves OOC in the Inns and taverns accross FR.....it just isn't right that we are spending countless hours sitting in a chair and drinking spirits beyond that of what would be realistic....it isn't In character and it's exploitable....
If someone abuses the system let a dm punish them IC...

I am really starting to get beaten down by all of this paranoia...
-Remove static spawns because they "may" get farmed
-No crafting cuz someone "may" "craft" when it's not IC
-The spawns we do have have no dropable loot cuz the pc's "may" get wealthy and make a name for themselves as "successful adventurers"
-Make a wealth guideline so PC's dont have to EVER worry about a lower LvL having an item that may shift the outcome of a CvC...yup try to deny it....I dare ya....gutless pigs((just kidding, take it easy))
I have a new paranoia and I want something done about it....It appears to me that all of alfa are betraying themselves OOC in the Inns and taverns accross FR.....it just isn't right that we are spending countless hours sitting in a chair and drinking spirits beyond that of what would be realistic....it isn't In character and it's exploitable....
As I said, this is specifically for mandane (non-magical) crafting. Then I guess you want you vote changed to option one, or did I misunderstand Keith?
PS. The poll is heavily stocked against the outspoken group of anti-crafters, so there will be a proposal if the 18% likes it or not.
PS. The poll is heavily stocked against the outspoken group of anti-crafters, so there will be a proposal if the 18% likes it or not.
Last edited by Blackwill on Wed Aug 30, 2006 1:18 pm, edited 1 time in total.
It is not about paranoia, rules lawyering or any abuse of any nature. I am simply defining what our player characters are supposed to be, they are extraordinairy people who are adventurers, and their stats reflect this. This game is supposed to be about adventuring, exploring and mortal danger. It is not about sitting in front of an oven 12 hours a day to earn enough money to feed your family for the day, that is what real life is about.
Well think of it this way. Say you have your ranger-archer. He/she's a man/woman of the woods. He's dedicated /his/ entire life to /using/ a bow. He knows exactly how much poundage he wants, how big, how long, what length bowstring... the list goes on. There're gonna be times when he's living out in the woods and he needs more arrows/a new bow. Unfortunately this is a big forest he's in - no npc vendors around, sorry. Obviously any decent archer is going to know how to fletch - how to make arrows, and exactly how they want their bow. So they make their own. Simple IC explanation, which can be filled out with technical details by someone other than me who knows about Bows.Rusty wrote:e.g. a bunch of PCs trooping out of Waterdeep to cut down some trees in the Unseelie Fey Forest so they can craft longbows, rather than just /buying/ the damn longbow from an NPC whose entire life and craft-skills are devoted to making longbows - then it is simply not believably IC.
Way I see it, it's just like any decent violinist knows how violins are made - which is why some violinists make violins for a living.
Touché!
Also to those who think crafting=soloing, people have said this before but it doesn't have to if the players make a small amount of effort. And even less so if crafting is implimented into your mod in a way that requires teaming up to get certain resources and so on.
...I voted 'yes'

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Find out more about the NWN1 revival (in NWN: Enhanced Edition) at www.alfanwn1.org
Discord u/n is El Grillo. GSID is Elyas T'almera.
- Misty
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how is it being a crafter excludes adventuring? having it in place means one can have a believable backstory and side hobby to adventures. crafting is for many a DMless downtime, with something to show for it besides a big bar tab.
and how does having it impact your world negatively? It's not mandatory, just another choice available for those who wish it.
and how does having it impact your world negatively? It's not mandatory, just another choice available for those who wish it.
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Currently living like Rip van Winkle.
Currently living like Rip van Winkle.
I agree with you 1000% but what do we have to loose by allowing others who may have a different version/concept to have their due???????It is not about paranoia, rules lawyering or any abuse of any nature. I am simply defining what our player characters are supposed to be, they are extraordinairy people who are adventurers, and their stats reflect this. This game is supposed to be about adventuring, exploring and mortal danger. It is not about sitting in front of an oven 12 hours a day to earn enough money to feed your family for the day, that is what real life is about.
No Harm no Foul......
BTW the Baker thing is funny....If I see a PC Baker I may just have to have my first CvC



Your using the extreme to make your point, understandable...but unneccesary....The Koza swordmaker I thought proved the point in the opposite direction...no?
Last edited by Keith Mac on Wed Aug 30, 2006 1:48 pm, edited 1 time in total.
- Nyarlathotep
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Personally I voted for the don't care option, if it is done right it could be very good. But I'm keeping in mind that a half assed version could be disastrous and it will be a ton of work for the person who has to design the system.
That being said I kinda liked the system Fionn mentioned, with perishable resources that need to be maintained or lost. For example perhaps a marekt for wolf skin cloaks opens up. Many characters will set off to hunting down the wolves so they can make some money. They wll have to contend with Druids, PC and NPC as well as the potential for hunting the wolves to extinction. A lot of possibilities for some compelling stories and conflict to develop. On the otherhand if it becomes collect, craft, repeat it just becomes a time sink and for the obsessive a job (ie like the crafters in WoW).
Basically a dynamic shifting system would be good, a static system of respawning items not so good.
That being said I kinda liked the system Fionn mentioned, with perishable resources that need to be maintained or lost. For example perhaps a marekt for wolf skin cloaks opens up. Many characters will set off to hunting down the wolves so they can make some money. They wll have to contend with Druids, PC and NPC as well as the potential for hunting the wolves to extinction. A lot of possibilities for some compelling stories and conflict to develop. On the otherhand if it becomes collect, craft, repeat it just becomes a time sink and for the obsessive a job (ie like the crafters in WoW).
Basically a dynamic shifting system would be good, a static system of respawning items not so good.
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Fact is, your basic heroic adventurer of the Realms should not be spending too much time crafting any sort of mundane items to sell. There was talk long ago about introducing a commoner/merchant class. If we have players that want to spend a great deal of time crafting because they enjoy that aspect, I'd suggest opening that topic up again. Appropriate skills and such due to class. Commoner class would be able to do loads of crafting and be the go to guy when a party needs catering or a hem gets torn but suck at your more adventure related skills such as combat, stealth, etc. Adventurer would be The Man when orcs raid the town but bake a much less tasty pie.
Magile wrote:


- Nyarlathotep
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I have no idea where I put the books at the moment but DMG II and Powers of Faerun do have some rules relating to merchants.
Lurker at the Threshold
Huntin' humans ain't nothin' but nothin'. They all run like scared little rabbits. Run, rabbit, run. Run, rabbit. Run, rabbit. Run rabbit. Run, rabbit, run! RUN, RABBIT, RUN! ~
Otis Driftwood, House of a Thousand Corpses
Huntin' humans ain't nothin' but nothin'. They all run like scared little rabbits. Run, rabbit, run. Run, rabbit. Run, rabbit. Run rabbit. Run, rabbit, run! RUN, RABBIT, RUN! ~
Otis Driftwood, House of a Thousand Corpses
- NESchampion
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You can't think of a single reason why a PC would ICly want to make a set of armor or a weapon or arrows or a bow?Rusty wrote:That's hardly the point, D. The issue is that a free-standing mundane crafting system almost necessarily engages PCs in activities that are not ICly believable, and thus represents a significant deviation from ALFA's supposed hardcore approach to roleplaying and the mantra of "IC always".
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