idea for crafters

Started by 650Booger, February 14, 2016, 05:32:43 PM

Hi all,

so I was thinking of some ideas on ways to alleviate the tedium that can sometimes come with being a merchant/crafter.  What if, somewhere in some cave or dungeon or whatever, there was some task that could only be accomplished by a master crafter, that would require a party of fighter types to escort him and keep him alive, in order to get it accomplished.  I can't think of anything more specific than that, but something that would require a crafter to leave their halls and endure an element of danger might be interesting.
"Historical analogy is the last refuge of people who can't grasp the current situation."
-Kim Stanley Robinson

In order to save the world, we must journey to the Cave of Despair where we will hold off hordes of void spawn while Sir Plumpbutt crafts a shoe. Not just any shoe, but the most epic shoe you have ever seen. It will be a mastercraft shoe. It will be known as the Shoe of Hope as foretold in the ancient chronicles of the seer known as Nike.



^^^ haha exactly.
"Historical analogy is the last refuge of people who can't grasp the current situation."
-Kim Stanley Robinson

February 14, 2016, 05:41:42 PM #3 Last Edit: February 14, 2016, 05:43:17 PM by nauta
You could play your crafter out as a bit of a control freak, insisting on going along on the hunt for whatever and ensuring that it is skinned properly.  Having someone along who can't fight makes things more exciting for everyone involved.
as IF you didn't just have them unconscious, naked, and helpless in the street 4 minutes ago

Merchants can do this for themselves.

The Kadian who has to get just the right Kiyet with the best pelt that fits his imagined designs. Has to go on the missions to insure they bring back something worthy of art instead of the last few weapon-scarred hides they brought back.

The sword-crafter who has to see his designs being used in the field in order to be sure they're the best weapon for the job.

The jeweler with a keen eye who is looking for the perfect gem that is shaped just right to work it into the shape of a heart.

You know, roleplay stuff.

Not hard to do AT ALL.

If you think merchants/crafters are boring, you are doing it wrong.
Yes. Read the thread if you want, or skip to page 7 and be dismissive.
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Words I repeat every time I start a post:
Quote from: Rathustra on June 23, 2016, 03:29:08 PM
Stop being shitty to each other.

I think the RIGHT combination of merchant/subguild would be pretty awesome. I just need to be able to move around in the wilderness and be able to get away if I get insta-attacked.

I've played multiple merchants and enjoyed them but each one has died horribly when I got the explorer itch. They all left well-sidded corpses behind.

Quote from: Miradus on February 14, 2016, 05:53:29 PM
I think the RIGHT combination of merchant/subguild would be pretty awesome. I just need to be able to move around in the wilderness and be able to get away if I get insta-attacked.

I've played multiple merchants and enjoyed them but each one has died horribly when I got the explorer itch. They all left well-sidded corpses behind.

That's why there's the Byn, and Hunters in GMHs. So you can have people act as your meat-shields while you acquire whatever you're looking for.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

I've seen both sides of that equation ... me asking tough types to go fetch something and merchants asking me.

Just never seems to work out unless you're willing to give it a few RL days to sort out.

I'm a spur-of-the-moment guy. I want to pick up my stinky musk glands at the 24 hour gland store.

guys obviously you could invent a RP reason to do this, Im suggesting some sort of actual coded benefit of bringing a crafter on a dangerous mission.  some sort of puzzle to be solved that would require an intricate knowledge of materials etc.

*as his allies form a semi circle around him, their torches warding off the inky blackness, the fat bald crafter dude carefully fashions the pieces of the broken magic seal into a complete disk, inserts it into the disk-hole, gives it a twist, and suddenly the glowing door of awesome opens!*

"Historical analogy is the last refuge of people who can't grasp the current situation."
-Kim Stanley Robinson

Quote from: 650Booger on February 14, 2016, 06:37:01 PM
guys obviously you could invent a RP reason to do this, Im suggesting some sort of actual coded benefit of bringing a crafter on a dangerous mission.  some sort of puzzle to be solved that would require an intricate knowledge of materials etc.

*as his allies form a semi circle around him, their torches warding off the inky blackness, the fat bald crafter dude carefully fashions the pieces of the broken magic seal into a complete disk, inserts it into the disk-hole, gives it a twist, and suddenly the glowing door of awesome opens!*


I see what you mean, but that example you used is more of a magicker scenario
<19:14:06> "Bushranger": Why is it always about sex with animals with you Jihelu?
<19:14:13> "Jihelu": IT's not always /with/ animals

Quote from: Asmoth on February 14, 2016, 06:46:01 PM
Quote from: 650Booger on February 14, 2016, 06:37:01 PM
guys obviously you could invent a RP reason to do this, Im suggesting some sort of actual coded benefit of bringing a crafter on a dangerous mission.  some sort of puzzle to be solved that would require an intricate knowledge of materials etc.

*as his allies form a semi circle around him, their torches warding off the inky blackness, the fat bald crafter dude carefully fashions the pieces of the broken magic seal into a complete disk, inserts it into the disk-hole, gives it a twist, and suddenly the glowing door of awesome opens!*


I see what you mean, but that example you used is more of a magicker scenario

haha yeah, just replace the word 'magic' with 'stone' or 'feather' or something
"Historical analogy is the last refuge of people who can't grasp the current situation."
-Kim Stanley Robinson

You're asking for an auto-quest. The problem with those are - once you do it - then what? That's why I like player-driven stuff more than auto-quests.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

Quote from: Lizzie on February 14, 2016, 07:21:40 PM
You're asking for an auto-quest. The problem with those are - once you do it - then what? That's why I like player-driven stuff more than auto-quests.
not necessarily, it could be a unique staff driven event, but I do see your point and it is valid.
"Historical analogy is the last refuge of people who can't grasp the current situation."
-Kim Stanley Robinson

Quote from: 650Booger on February 14, 2016, 07:23:29 PM
Quote from: Lizzie on February 14, 2016, 07:21:40 PM
You're asking for an auto-quest. The problem with those are - once you do it - then what? That's why I like player-driven stuff more than auto-quests.
not necessarily, it could be a unique staff driven event, but I do see your point and it is valid.
Staff doesn't do that.  At least not that I've ever seen.
<19:14:06> "Bushranger": Why is it always about sex with animals with you Jihelu?
<19:14:13> "Jihelu": IT's not always /with/ animals

It could pretty easily be done.

My lumberjacking, master woodcrafting guy has as is goal to build the perfect silt skimmer. It will be like an argosy with mounted ballista fore and aft and three tall masts. Oh, and I can't just use ANY scrub baobab log. All the ones at the edge of the forest suck. No, I've heard reports that deep in the Grey by an enormous kryl hive is the tallest, straightest baobab in all of the Known World. Perfect for building the uber-skimmer. Oh, and I've got to go with them to pick the tree.

Problem then comes in ... how long would it take to round up a crew to go get this fictional tree? How much would I have to PAY them? How long RL would it take?

Player-driven quests are difficult to arrange in a world where I have actual friends who don't just disappear into permadeath. In Armageddon where I barely know anyone? These sorts of things just feel like they're limited to clans and houses, even though indies may be financially capable of doing it.


Quote from: 650Booger on February 14, 2016, 06:37:01 PMIm suggesting some sort of actual coded benefit of bringing a crafter on a dangerous mission.  some sort of puzzle to be solved that would require an intricate knowledge of materials etc.

*as his allies form a semi circle around him, their torches warding off the inky blackness, the fat bald crafter dude carefully fashions the pieces of the broken magic seal into a complete disk, inserts it into the disk-hole, gives it a twist, and suddenly the glowing door of awesome opens!*
This isn't really how Armageddon works. And IMO this is a good thing. This is sort of stuff is necessary in a tabletop game where everyone goes on adventures together and so everyone wants to feel useful. Armageddon isn't set up like that, nor should it be IMO. If you want a merchant that goes on dangerous missions, play a Warrior/Jeweller.

Quote from: Miradus on February 14, 2016, 07:37:35 PMPlayer-driven quests are difficult to arrange in a world where I have actual friends who don't just disappear into permadeath. In Armageddon where I barely know anyone? These sorts of things just feel like they're limited to clans and houses, even though indies may be financially capable of doing it.
Indies have done some pretty amazing things. It just takes time and patience.

Quote from: John on February 14, 2016, 09:43:11 PM
Quote from: 650Booger on February 14, 2016, 06:37:01 PMIm suggesting some sort of actual coded benefit of bringing a crafter on a dangerous mission.  some sort of puzzle to be solved that would require an intricate knowledge of materials etc.

*as his allies form a semi circle around him, their torches warding off the inky blackness, the fat bald crafter dude carefully fashions the pieces of the broken magic seal into a complete disk, inserts it into the disk-hole, gives it a twist, and suddenly the glowing door of awesome opens!*
This isn't really how Armageddon works. And IMO this is a good thing. This is sort of stuff is necessary in a tabletop game where everyone goes on adventures together and so everyone wants to feel useful. Armageddon isn't set up like that, nor should it be IMO. If you want a merchant that goes on dangerous missions, play a Warrior/Jeweller.

Quote from: Miradus on February 14, 2016, 07:37:35 PMPlayer-driven quests are difficult to arrange in a world where I have actual friends who don't just disappear into permadeath. In Armageddon where I barely know anyone? These sorts of things just feel like they're limited to clans and houses, even though indies may be financially capable of doing it.
Indies have done some pretty amazing things. It just takes time and patience.

are we forgetting merchant aggressor/protector/whatever?

"if you want a merchant that goes on dangerous missions, play a merchant that goes on dangerous missions" is a completely viable thing.

telling a player to pick a warrior to be a merchant going on dangerous missions is kind of completely against what the player might want to be.
Quote from: Adhira on January 01, 2014, 07:15:46 PM
I could give a shit about wholesome.

Quote from: evilcabbage on February 14, 2016, 09:48:26 PMare we forgetting merchant aggressor/protector/whatever?
Nope. But if 650Booger started playing shortly before he signed up to the GDB then telling him to take an expanded subguild isn't really viable (unless 0 karma players are allowed to take them?).

Quote from: evilcabbage on February 14, 2016, 09:48:26 PM"if you want a merchant that goes on dangerous missions, play a merchant that goes on dangerous missions" is a completely viable thing.
Playing a merchant without the merchant class is also a completely viable thing as well.

Quote from: evilcabbage on February 14, 2016, 09:48:26 PMtelling a player to pick a warrior to be a merchant going on dangerous missions is kind of completely against what the player might want to be.
Sure. But telling a player to go with an extended subguild when they don't have the karma for it could lead to more frustration.

0 karma players can take them.

extended subguild app is your karma + 3

so yes, a 0 karma player can take an extended subguild.


he has a very specific idea of what his merchant will be, and i fully endorse that he wants to play a crafter-merchant who goes on dangerous missions.


it is completely viable.
Quote from: Adhira on January 01, 2014, 07:15:46 PM
I could give a shit about wholesome.

Quote from: evilcabbage on February 14, 2016, 10:28:26 PM
0 karma players can take them.

extended subguild app is your karma + 3

so yes, a 0 karma player can take an extended subguild.
Nice. I did not know that. In that case, Merchant+Extended Subguild is also definitely viable. Whether you go merchant depends on what type of character you want to be. If you want to be someone who can craft everything, definitely go merchant. If you want to specialise in one type of thing and be a master at that craft, definitely go the appropriate extended subguild master crafter. If you want to be someone who trades in stuff (not necessarily makes stuff, but trades in it) than Master Trader or any subguild that grants haggle (or any subguild if your class grants haggle) is more than enough.

All depends what you want to be.

did we just turn this around with reverse psychology to you telling me in can play whatever i want to play.

what the hell is this the twilight zone?
Quote from: Adhira on January 01, 2014, 07:15:46 PM
I could give a shit about wholesome.

Quote from: evilcabbage on February 14, 2016, 10:38:58 PM
did we just turn this around with reverse psychology to you telling me in can play whatever i want to play.

what the hell is this the twilight zone?
Just saying: Warrior Merchant: Completely viable.

You could app a warrior and special app for two of your weapons skills to be traded in for two crafting skills to advanced. I imagine they'd oblige you. I think they try not to turn down anything reasonable. Its not like you're asking for poisonmaking.

You might want to avoid asking for big moneymaker crafting skills though, like tailoring, jewelrymaking and armorworking. Or maybe ask for just one of those instead of two.

This ain't ADOM, son.

Merchants are not an adventuring class.  You could, I suppose, roll a merchant/protector and -maybe- not die instantly during your first encounter (I don't know, because -my- merchant/protector died pretty much instantly in his first encounter).

Merchants, however, can be plenty fun...you just have to have pretty high and peak playtimes if you want to get any of the good stuff accomplished.
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I thought it would be cool if damaged armor couldn't be worn anymore and required someone to do armor repair on it.  Having a merchant around for that kind of logistical support (behind front lines) makes sense to me.
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I remember playing in the Byn with a Merchant/Aggressor. He wasn't great in combat, but he could lick most of the fresh warriors for their first day or two played. Where he really shined was outfitting the group with stuff he crafted, or simply taking new runners to the Bazaar and haggling down the merchant NPCs for them.  Awesome player / character.
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Quote from: IAmJacksOpinion on February 15, 2016, 08:31:46 AM
I remember playing in the Byn with a Merchant/Aggressor. He wasn't great in combat, but he could lick most of the fresh warriors for their first day or two played. Where he really shined was outfitting the group with stuff he crafted, or simply taking new runners to the Bazaar and haggling down the merchant NPCs for them.  Awesome player / character.

Hah. I took this to mean YOU played in the Byn with the Merc/Agg as YOUR character. Until the last line made it clear that he was a clanmate or you just have really good self esteem.
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