NESchampion wrote:Ambition, adventure, and desire aren't provided by crafting??
Only if your ambition and desire is to make mundane short swords, which is pretty low. Alternatively, if your ambition and desire is to get rich and or powerful from mundane crafting, then that means you intend to abuse the system. *shrugs*
Remember, NPC commoner craftsmen also make mundane items, so it can't require a lot of adventure to get the materials otherwise they won't realistically be available from NPC merchants.
NESchampion wrote:If a group goes out to adventure to gather materials, do they not need to overcome the same challenges as you just stated?
As above, hopefully no adventure is required for mundane crafting, or the items won't exist on NPC merchants.
NESchampion wrote:So, first you dislike crafting because it could be solo oriented; then when I point out that it can be group oriented, you dislike it again because you don't feel people will be logged in to barter for materials, form groups to gather materials, or try to sell their wares to other PCs?
So, you want players to have something to do without DM's, but not solo because that discourages RP and not groups because that won't work any better than currently. Kindof rules out anything that could possibly be added staticly for characters. Just a bit.
Obviously I want nothing of the sort. What I want is for players to have multiplayer roleplaying adventuring opportunities in the absence of a DM. Crafting doesn't provide that, only statics do. Crafting tends to imbalance PC economies, create hoarding behavior of components, encourage solo farming, and take people away from multiplayer rp. Now, some of my concerns have been addressed by TDawg and others, so hopefully ALFA's crafting system won't repeat the most common mistakes, but at the end of the day crafting is really an MMO activity, not a D&D activity.
NESchampion wrote:Even though you haven't shown in any meaningful way that crafting encourages soloing other than saying it does, I'll take it at face value; let's say it does. And let's say we code it so you can't refine get any resources without being in a party with at least two other people in the same area as you. And then, we make it so when a DM is online, you can't access crafting devices.
So now you can't get stuff alone; if no DMs are on you can craft away, but if a DM comes on you're "too tired to continue" and thus need to go to an Inn and relax and RP.
Whoop Whoop! DM Alert! Drop your crafting and start rp'ing immediately! Hilarious.
NESchampion wrote: Nevermind the RP associated with gathering a group for claiming resources, bartering for materials for your goods, and trying to sell / advertise your wares; that kind of RP doesn't qualify as RP apparantly.
Absolutely it doesn't, since it basically doesn't happen. People gather materials solo, hoard resources, and try to sell/advertise wares using the forum. Unless we come up with a way to prevent all of that, which goes back to "boy this is sure a lot of effort for little gain."
Remember, this is all coming from Mr. "Just trust the players to rp." I've seen a before and after where crafting was introduced to a high rp server. It was a disaster. People standing at crafting tables, still wearing full plate, ignoring everything around them; people dashing out at server reset to find rare crafting components, and hoarding any extras in their PChests; people spending hours and hours trying to mine ore and thus being unavailable for multiplayer rp.
Well, we'll see what happens. I suppose the best argument for crafting is that it can always be removed later if it turns out to be a bad idea.
Creslyn wrote:Nerine's idea seems to be the best one put forth so far.
+1
I think the NPC herbalist in Shadowdale does/did something like this.
As far as rare component gathering, randomizing the location would at least reduce the farming aspect a bit. Could *also* randomize whether you find anything or not, rather than have it be first come first serve (/me remembers all the server reset inspired dashing on servers with crafting implemented). Or they could all be monster bits, with ore and wood simply being purchaseable. Then again, coming up with crafting options always makes me want to poke my eye out with a pencil, so I'll stop now.