Crafting and Clans - The oddity of it.

Started by Pariah, January 10, 2023, 09:36:55 AM

Quote from: Hestia on January 11, 2023, 12:05:08 PM
Eh - I'm not pro or con giving crafting bonuses to rooms.  My consideration is only for the OP's specific concern: the hows and whys and IC believability/playability of GMH employees having exclusive crafting rights to GMH-crafted items.

If that's the only thing we address, then that would /be/ the bonus: a crafter employed by Salarr, would be able to make Salarr-made armor and arms, as long as they are physically within the Salarr crafting hall (and possibly other locations, but this is the specific address).

If they try crafting the salarr-made super-sharp broadsword in their apartment, they won't be able to. Not even if they have maxed out their mastery of broadsword making and have the highest quality broadsword-making tools equipped in each hand.  No Salarr crafter room = no make Salarr broadsword.

The point is to explain in an IC way, with the support of the code, WHY people who quit a GMH or are fired from one, are suddenly incapable of crafting that house's stuff even though they were masters of it an hour prior.


This is sweet. It reflects the in game reality very well. 100%.

Also... Salarr isn't a tool it's the high quality ore, the 20 apprentices, the knowledge, the maintained tools, the workshop protected from elements, the countless OTHER Salarr nearby to learn from on the fly when things go wrong. You can't just shoplift that.

Would at least require a bunch of PCs and a long term plot ha.
Fallow Maks For New Elf Sorc ERP:
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