Even with very specialized characters you can usually do something for, say, a combat encounter or a social one. Crafting generally isn't built with this in mind: the closest is probably 2nd editions idea that artifacts required quests to get the items, but that isn't even quite it.Shouldn't basically everything be low impact by that standard, considering the average player's propensity for crippling overspecialization?
It's the decker problem, and one of the best ways to avoid that issue is to not design a huge, robust system that only one person can interact with.
Apocalypse World 2e by Vincent and Meguey Baker said:Choose which of the following your workspace includes.
Choose 3: a garage, a darkroom, a controlled growing environment, skilled labor (name 'em), a junkyard of raw materials, a truck or van, weird-ass electronica, machining tools, transmitters & receivers, a proving range, a relic of the golden age past, booby traps.
When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of some shit, decide what and tell the MC.
The MC will tell you "sure, no problem, but..." and then 1 to 4 of the following:
• it's going to take hours/days/weeks/months of work;
• first you'll have to get/build/fix/figure out ___;
• you're going to need ___ to help you with it;
• it's going to cost you a fuckton of jingle (money);
• the best you'll be able to do is a crap version, weak and unreliable;
• it's going to mean exposing yourself (plus colleagues) to serious danger;
• you're going to have to add ___ to your workplace first;
• it's going to take several/dozens/hundreds of tries;
• you're going to have to take ___ apart to do it.
The MC might connect them all with "and," or might throw in a merciful "or."
Once you've accomplished the necessaries, you can go ahead and accomplish the thing itself. The MC will stat it up, or spill, or whatever it calls for.
Eh, I'm not certain those are entirely what I'm talking about here. Because something can easily be a thing that no one else can do and yet not lead to this issue. It just has to be something that doesn't take much spotlight time during the game itself. Wyldshaping especially, at least from what I remember, isn't exactly a huge timesink in terms of activating the charm and getting the benefits. Sorcerous workings are a bit trickier, but are part of Exalted's flirtations with downtime activities, and most of the non-interactive parts don't seem like they would take up real game time. It's certainly not what I would call a robust system, but then it's not designed to be one.But Exalted loves cordoning things off into huge systems only one person can interact with! Just look at Wyld Shaping and Sorcerous workings - getting assistance from other people is good for like 1 extra roll in one of those, and completely unimportant in another. Exalted cordons off basically everything from being a collaborative effort by not having any broadly applicable teamwork rules. I'm glad that Essence seems to be changing this, however.
Yeah, this was basically the impetus behind my essay. If building an artifact is something that happens during downtime just like spending XP, then the table can just go "Bob builds his artifact, Janice learns flutter kicks, etc. They can be more descriptive with it if they want, but it doesn't automatically bog down play.I maintain that crafting an artifact, the actual process of hammering the metal and assembling the components, shouldn't be fun; it should be low-impact, to minimise as much as possible the spotlight it takes up at the table for something that other character archetypes can't contribute to.
This is actually a perfect example of how I think Craft should work. Your big projects and cool weapons are things that should be built offscreen/during downtime. Which I suppose I should explain.One of the best examples of a Solar Crafter-esque character I've recently seen is Sol Badguy in the Guilty Gear Strive story mode (which is basically a four hour long anime rendered in the game engine).
In it, Sol utilized his weird anime sword laser gun (built prior to the story), drives around in his kick ass custom motorcycle (built prior to the story), and in the prologue we see him working a Space Shuttle (incomplete, but otherwise built in a years long downtime between scenes). The only time he uses his crafter skills as such during the story is when he explains to the President of the United States how to get more juice out of future-magic-batteries.
I found it interesting how him being a genius crafter could considerably impact the story yet the story never had him craft.
...Okay so... hot take here but I don't think that artifact creation should be an off-screen thing. It trivializes artifacts, makes legendary items that will be passed down for centuries seem like stuff you pick up at the corner store.
Yes, it can take up time at the table, but I don't see that as a bad thing.
This is true, and I suppose I am letting something of an unspoken agreement color my perceptions.An underlying problem of downtime-focused advancement, is that players are acustomed to the accelerated pace of on-stage play. If you give a PC 3 months, and then don't let them use their fancy powers due to an arbitrary timing distinction, that breaks suspension of disbelief.
However, allowing that kind of optimization makes the power curve for downtime actions explosively huge. On-stage arcs can take several sessions to resolve a handful of days, and then boop 3 months skip? That has to be squared somehow.
I'm not opposed to this option. and it is something I considered, I just couldn't get it to work. I do also think that trivializing artifacts isn't a bad thing? Like, its one of those things that further separates Exalts from the rest of creation that your heroic mortal might have to go on a quest to prove himself worthy so he may pull the sword from the stone (which, tbf, you can do in my model as well. You just have to spend XP at the end of this quest if you want to actually use this sword) meanwhile an exalt just... makes one. She's one of the God-Queens of creation and she outfits herself in a panopoly befitting of her stature. And it's not an easy task. It could take months or even years of crafting and a sacrifice of her own innate puissance (XP). But she can make one. And then another. And another. Because to her, that mortal hero is trivial....Okay so... hot take here but I don't think that artifact creation should be an off-screen thing. It trivializes artifacts, makes legendary items that will be passed down for centuries seem like stuff you pick up at the corner store.
Yes, it can take up time at the table, but I don't see that as a bad thing.
This, yeah. 3e's social influence system allows a socialite to contribute to a fight in a limited fashion, and it's plausible to justify ways a warrior can contribute to a social scene as a warrior; at the very least, an impressive bodyguard looming behind you is good for a circumstance bonus, and if you incorporate the whole thing about how in ancient societies a skilled champion was akin to having a comparatively skilled lawyer on retainer, then it's something you can factor into the scene. Ideally I'd like non-socialites to have more support for contributing to social scenes, but it does exist, at least.Even with very specialized characters you can usually do something for, say, a combat encounter or a social one. Crafting generally isn't built with this in mind: the closest is probably 2nd editions idea that artifacts required quests to get the items, but that isn't even quite it.
It's the decker problem, and one of the best ways to avoid that issue is to not design a huge, robust system that only one person can interact with.
By contrast, the ability of a non-crafter to contribute to a crafting project is more limited, and importantly, those limits are somewhat more restrictive, because things like fetching and carrying tools or other menial teamwork that you can justify for an unskilled helper aren't the sort of thing that incorporates someone else's character. If you're playing a social scene and all the warrior can do is loom behind your shoulder, then that might only be a teamwork bonus just the same as that warrior playing gopher boy in a crafting scene, but the former at least still leverages their nature as a warrior.
It's also pretty easy to make sure that every character has at least some competence in both fighting and talking. So that even if they aren't the star of a scene that's outside of their wheelhouse, they can still meaningfully contribute. The socialite can punch some extras or apply a multi-attacker penalty in a fight scene, or the fighter can talk to some less important characters in a talking scene.This, yeah. 3e's social influence system allows a socialite to contribute to a fight in a limited fashion, and it's plausible to justify ways a warrior can contribute to a social scene as a warrior; at the very least, an impressive bodyguard looming behind you is good for a circumstance bonus, and if you incorporate the whole thing about how in ancient societies a skilled champion was akin to having a comparatively skilled lawyer on retainer, then it's something you can factor into the scene. Ideally I'd like non-socialites to have more support for contributing to social scenes, but it does exist, at least.
By contrast, the ability of a non-crafter to contribute to a crafting project is more limited, and importantly, those limits are somewhat more restrictive, because things like fetching and carrying tools or other menial teamwork that you can justify for an unskilled helper aren't the sort of thing that incorporates someone else's character. If you're playing a social scene and all the warrior can do is loom behind your shoulder, then that might only be a teamwork bonus just the same as that warrior playing gopher boy in a crafting scene, but the former at least still leverages their nature as a warrior.
In all honesty, yeah, this is part of why more and more I'm coming around to @EarthScorpion's perspective that the whole idea of Craft having a dedicated system is a design cul-de-sac where the only good way out is to turn around, go somewhere else, and not do that. Make a generic downtime system that treats the warlord training an army, the socialite suborning an organisation, and the smith forging a wondersword, as fundamentally the same kind of action, and have done with it.In my various attempts, the big thing I wanted to underline was that the craft systems were more downtime systems, and that each player just by showing up to participate could contribute- but then as a second mechanical layer, being able to apply their build to a project improves their results or ability. The warrior in this example spends a season not pushing papers, but finding rare reagents by dueling fae princes of chaos. They still commit the same mechanical time, but ostenisbly get to do something they're good at even if the resolution is highly abstracted.
Of course then one has to ask/determine- does the warrior's player find this satisfactory? Do they enjoy being this cog in the machine, or would they rather spend their limited mechanical-downtime doing something else?
Honestly, I don't think I have seen it. At least, its not ringing any bells.
And yeah, making artifacts into something you exclusively buy with XP means their isn't like, a lot of fiddly interaction. Which is something I struggled with. Crafting an artifact should be fun in and of itself, just like building a character is. But I couldn't get that to work in a way that either wasn't OP or just, way too much work for the ROI.
Not really sure what you are referring to with replacing one skill with another? Or rather, I can think of a few places that might work?
Shouldn't basically everything be low impact by that standard, considering the average player's propensity for crippling overspecialization?
In all honesty, yeah, this is part of why more and more I'm coming around to @EarthScorpion's perspective that the whole idea of Craft having a dedicated system is a design cul-de-sac where the only good way out is to turn around, go somewhere else, and not do that. Make a generic downtime system that treats the warlord training an army, the socialite suborning an organisation, and the smith forging a wondersword, as fundamentally the same kind of action, and have done with it.
Maybe I just worded myself poorly then, because the distinction I was trying to draw was that there wasn't one. One uses innate powers and the other uses artifacts, but at the end of the day those artifacts are core parts of Iron Man's powers. He can fly and shoot lasers, he just uses tech as the paradigm for it.Plus, as @Omicron pointed out on discord, if you boil it down to the fundamentals Iron Man is a flying brick with energy attacks and a capacity to generate/resolve plothooks, all via the purview of superscience technobabble. In practice this is functionally identical to Thor, just swap out the superscience technobabble with nordic mythology; the aesthetic is different, the power set and dramatic shape of things is remarkably similar. The distinction between them which Red Orion drew in the treatise that started this discussion does not seem altogether valid to me
Again, I'm wondering if my essay was like, really bad, because that was (intended to be) exactly my solution and I'm wondering where the disconnect is?This is sage advice. When in doubt, go abstract. I think that a crafter spending [Downtime Action] to build themselves a new magical suit of armor is basically identical to a warrior spending [Downtime Action] to learn a new fighting technique, or a socialite spending [Downtime Action] to organize a spy network. They're all fundamentally exchanging whatever form of downtime stuff you have, be it some currency or just the GM's go-ahead to broaden your skills and gain something new that you can do. Similarly, a crafter building an aqueduct to supply a city-state with water, a warrior killing a giant monster that plagues their land, and a socialite making sure all the right people get installed to positions of power are also all fundamentally the same sort of action - in this case they're making quality of life improvements to a locale.
Here.
The short version:
Craft is one ability, with fields of expertise represented by specialties.
No points or anything like that; Craft works like any other ability.
Artifacts are heavily de-emphasized. This is bolded because it's extremely important. Most problems "with Craft" are actually problems with Artifact crafting, and are not solvable as long as Craft remains Artifact-centric.
Charms are written to be useful on the normal adventuring timescale. Many of them support specific crafts rather than Craft as a whole; a Solar chef might cook food so delicious that people who eat it are incapacitated with bliss, while a Solar sculptor might make an army of living statues.
You floated that as one of the ways Charms supporting Craft as an aesthetic might work. I'm not entirely opposed to the idea (I've worked with it a bit myself) but it's dangerous stuff and I wouldn't want to put much weight on it.
Pretty much, yeah. The effects of actions, and the responses of other characters to them, are generally way more interesting than the actions themselves. "I roll the dice to do the thing" usually wants to be made simple and quick.
So, don't have time to read this atm (about to head to bed), but I have to admit that I am initially against this idea. Fundamentally, while I agree that craft needs to have a use during an adventure (and I think there should be many charms which do just that) I do think that it needs a niche for the downtime scale. Ideally, all the abilities should have uses in both the downtime and adventuring scale, with different abilities having different focuses. Combat, for instance, would be a "adventure heavy" skill, while crat would generally lean towards downtime actions.
Here.
The short version:
Craft is one ability, with fields of expertise represented by specialties.
No points or anything like that; Craft works like any other ability.
Artifacts are heavily de-emphasized. This is bolded because it's extremely important. Most problems "with Craft" are actually problems with Artifact crafting, and are not solvable as long as Craft remains Artifact-centric.
Charms are written to be useful on the normal adventuring timescale. Many of them support specific crafts rather than Craft as a whole; a Solar chef might cook food so delicious that people who eat it are incapacitated with bliss, while a Solar sculptor might make an army of living statues.
You floated that as one of the ways Charms supporting Craft as an aesthetic might work. I'm not entirely opposed to the idea (I've worked with it a bit myself) but it's dangerous stuff and I wouldn't want to put much weight on it.
Pretty much, yeah. The effects of actions, and the responses of other characters to them, are generally way more interesting than the actions themselves. "I roll the dice to do the thing" usually wants to be made simple and quick.
Woke up, read this.Here.
The short version:
Craft is one ability, with fields of expertise represented by specialties.
No points or anything like that; Craft works like any other ability.
Artifacts are heavily de-emphasized. This is bolded because it's extremely important. Most problems "with Craft" are actually problems with Artifact crafting, and are not solvable as long as Craft remains Artifact-centric.
Charms are written to be useful on the normal adventuring timescale. Many of them support specific crafts rather than Craft as a whole; a Solar chef might cook food so delicious that people who eat it are incapacitated with bliss, while a Solar sculptor might make an army of living statues.
You floated that as one of the ways Charms supporting Craft as an aesthetic might work. I'm not entirely opposed to the idea (I've worked with it a bit myself) but it's dangerous stuff and I wouldn't want to put much weight on it.
Pretty much, yeah. The effects of actions, and the responses of other characters to them, are generally way more interesting than the actions themselves. "I roll the dice to do the thing" usually wants to be made simple and quick.
This is sage advice. When in doubt, go abstract. I think that a crafter spending [Downtime Action] to build themselves a new magical suit of armor is basically identical to a warrior spending [Downtime Action] to learn a new fighting technique, or a socialite spending [Downtime Action] to organize a spy network. They're all fundamentally exchanging whatever form of downtime stuff you have, be it some currency or just the GM's go-ahead to broaden your skills and gain something new that you can do. Similarly, a crafter building an aqueduct to supply a city-state with water, a warrior killing a giant monster that plagues their land, and a socialite making sure all the right people get installed to positions of power are also all fundamentally the same sort of action - in this case they're making quality of life improvements to a locale.