- Location
- Gladstone, OR
Heyo! Time for more Craft Rambling!
This is not a system, it's barely even an attempt at house rules. Think of it more like some formalized advice on how to run 'Craft' plots.
So: we accept that questing for Exotic Components is boring and clumsy. The ideas I'm going to talk about are for the people who don't have crazy magical infrastructure to make lots and lots of components for them. This is for all the 'Early to mid-game' crafters.
The idea is as follows: Don't make players spend time paying FOR an artifact. Make them spend time/effort paying BACK- usually during other plots so that they mesh together more fluidly or serve as a way to 'fill in' time between other plots.
If a player wants an Exotic Component, they must go out into the world and risk the consequences. For the sake of game pacing, you don't need to roleplay this out from scene to scene, but you must acknowledge an Action has happened. Time was spent, the character did one thing at the expense of another, etc.
From here, the player should be made aware that because they Did A Thing, they A: Got their component, and B: did something that will come up later. Think of it less like having to checkbox all these things to get your component, and more generating a list of potential complicationsin the future.
Now, this 'action' doesn't have to be stunted or rolled- but a player should be encouraged to stunt it. When the character writes a stunt describing the general direction they're going for a component, that is a signal to the storyteller "I want to engage this somehow."
The stunt can also inform the ST about how attentive the player is to detail, how cautions or incautious they're being, etc. The point is, stunts in this situation add useful detail.
So you have your player who wants this thing. You both agree that it takes Time, Effort, and invokes a character's traits like Resources, Backing, Allies, etc. It's critical part here, is that it's not happening in a vacuum. The other critical part, is that it's not taxing the rest of the game with a big obnoxious 'Help the Crafter!' sidequest.
Taking this to the next phase- your character has taken Actions and Gotten his Stuff. He can do his Craft Rolls and make his artifact. Now he has his artifact. THIS is when the Storyteller starts invoking all the things he had to do to GET his artifact- now the player has big row of Things to use his artifact on or protect it from.
I think I'm going to stop this idea here for now, but if I continue it, the next step will be throwing down some ideas for how to mechanize it and offering dot-ratings for things like favors/obligations, enemies, hazards, etc.
This is not a system, it's barely even an attempt at house rules. Think of it more like some formalized advice on how to run 'Craft' plots.
So: we accept that questing for Exotic Components is boring and clumsy. The ideas I'm going to talk about are for the people who don't have crazy magical infrastructure to make lots and lots of components for them. This is for all the 'Early to mid-game' crafters.
The idea is as follows: Don't make players spend time paying FOR an artifact. Make them spend time/effort paying BACK- usually during other plots so that they mesh together more fluidly or serve as a way to 'fill in' time between other plots.
If a player wants an Exotic Component, they must go out into the world and risk the consequences. For the sake of game pacing, you don't need to roleplay this out from scene to scene, but you must acknowledge an Action has happened. Time was spent, the character did one thing at the expense of another, etc.
From here, the player should be made aware that because they Did A Thing, they A: Got their component, and B: did something that will come up later. Think of it less like having to checkbox all these things to get your component, and more generating a list of potential complicationsin the future.
Now, this 'action' doesn't have to be stunted or rolled- but a player should be encouraged to stunt it. When the character writes a stunt describing the general direction they're going for a component, that is a signal to the storyteller "I want to engage this somehow."
The stunt can also inform the ST about how attentive the player is to detail, how cautions or incautious they're being, etc. The point is, stunts in this situation add useful detail.
So you have your player who wants this thing. You both agree that it takes Time, Effort, and invokes a character's traits like Resources, Backing, Allies, etc. It's critical part here, is that it's not happening in a vacuum. The other critical part, is that it's not taxing the rest of the game with a big obnoxious 'Help the Crafter!' sidequest.
Taking this to the next phase- your character has taken Actions and Gotten his Stuff. He can do his Craft Rolls and make his artifact. Now he has his artifact. THIS is when the Storyteller starts invoking all the things he had to do to GET his artifact- now the player has big row of Things to use his artifact on or protect it from.
I think I'm going to stop this idea here for now, but if I continue it, the next step will be throwing down some ideas for how to mechanize it and offering dot-ratings for things like favors/obligations, enemies, hazards, etc.