The Title is supposed to read My Own Take On A Craft Rewrite That Included Points And Slots, but was cut short
After a suggestion from my own gaming group and some suggestions on how to go about it on the discord I'm planning on looking over the charm sets to see where it might be appropriate to add bridge prerequisites to some of the charm that feel too far outside of the realm of pure craft.
A full PDF with my current progress on my craft rewrite can be found here although most of this is in rough draft and some is still being written
I have been playing a crafter ever since the backer preview PDF has become available, and like many people I have formed strong opinions on the subject, even at the very beginning when the forums were dominated by debates on whether or not it was even functional, or just how dysfunctional it was. It was this post made by Molez almost two months ago however that motivated me to try and construct a rewrite of my own. It takes elements from Totentanz, Sanctaphrax, and BlueWinds rewrites, as well as borrowing aspects of Blaque's rewrite, who ive been communicating back and forth with on the subject, once I became aware of it.
For the sake of space I will be placing content behind spoilers
Update: currently have a group other than my own playtesting the craft system and providing feedback, i hope to use their advice to make improvements on everything here.
Things I need to update based on sugestions
add clarification to thousand forge hands (give crafter the ability to split themselves as a labor force into a skilled and unskilled labor force)
balance the goal numbers for crafting projects
add bridge charms to craft charms to justify the more eclectic ones
update chains fall away and possibly red anvils falling based on mockery's sugestions
Things I need to finish
craft martial arts
adversaries
editing and formatting of the pdf once everything else is finished
Issues with craft
Originally when the first craft system came out with the backer pdf preview i was one of the members of the forum base who championed the idea of the RAW Crafting system being perfectly fine. In part i did this because the fact that the crafting system was a mini game in which i could see direct results and benefits from the work i was doing in game was extremely appealing, and this lead me to ignore peoples issues the points that others on the forums were making about how it had a very narrow field of use, being limited only to people who wanted to be consummate crafters and little else.
Then a year later when the hard copy of the books came out and my group tried to address some issues one that we had to deal with was that there were other members of the group who wanted to use craft but couldn't based on the system, so we decided to go the exact opposite and get rid of the mini game aspect of point gather in its entirety and use an amalgam of the Bluewinds, Sactaphrax, and Totentanz rewrites.
This opened up the system to other players but it left me missing the rewards for my minor projects, because although i loved doing them, without an in game benefit it seemed difficult to justify spending some of the precious group time on inconsequential actions that could be used to advance the story and the fun for everyone. So, i went from using craft to solve everything to using craft only on the sidelines, effectively removing it from being an in session practice for me, which was my favorite part of it.
That said, i was excited that removing the slots and points meant that all the charms pertain to them were gone and that it reduced the difficulty of getting more powerful charms, even if this meant that my character concept had been compromised. So, i didn’t think any more of it until reading over the thread How are people finding the craft system X months on...?, where some interesting points were brought up.
In fixing the system I have a few things that I want to do.
In creating this system i take a great deal of inspiration from the forum members Bluewinds, Totentanz, and Sanctophrax, as my group and i already have experience adapting their work to create something that is functional for us, as well as borrowing from Blaque’s charms in their rewrite, so in truth this is going to be a rewrite of the amalgam craft system we created, while trying to bring back and improve upon some of the important concepts from the core, which i mentioned previously when discussing issued with the rewrites in general.
additionally as a non mechanic inspiration, i have always love the concept of the mortal craftsman who toils their entire life only to create an artifact after decades and exalt as a result, or the idea of an individual in desperate need being able to create something of singular wonder to solve the issue at hand, and the fact that these two fluff inspiration pieces were impossible was a bit bothersome, but something i only thought about how to fix after reading Lioness’s comment about Craft Points.
Summarized plan on what i want to do
After a suggestion from my own gaming group and some suggestions on how to go about it on the discord I'm planning on looking over the charm sets to see where it might be appropriate to add bridge prerequisites to some of the charm that feel too far outside of the realm of pure craft.
A full PDF with my current progress on my craft rewrite can be found here although most of this is in rough draft and some is still being written
I have been playing a crafter ever since the backer preview PDF has become available, and like many people I have formed strong opinions on the subject, even at the very beginning when the forums were dominated by debates on whether or not it was even functional, or just how dysfunctional it was. It was this post made by Molez almost two months ago however that motivated me to try and construct a rewrite of my own. It takes elements from Totentanz, Sanctaphrax, and BlueWinds rewrites, as well as borrowing aspects of Blaque's rewrite, who ive been communicating back and forth with on the subject, once I became aware of it.
For the sake of space I will be placing content behind spoilers
Update: currently have a group other than my own playtesting the craft system and providing feedback, i hope to use their advice to make improvements on everything here.
Things I need to update based on sugestions
add clarification to thousand forge hands (give crafter the ability to split themselves as a labor force into a skilled and unskilled labor force)
balance the goal numbers for crafting projects
add bridge charms to craft charms to justify the more eclectic ones
update chains fall away and possibly red anvils falling based on mockery's sugestions
Things I need to finish
craft martial arts
adversaries
editing and formatting of the pdf once everything else is finished
Issues with craft
Originally when the first craft system came out with the backer pdf preview i was one of the members of the forum base who championed the idea of the RAW Crafting system being perfectly fine. In part i did this because the fact that the crafting system was a mini game in which i could see direct results and benefits from the work i was doing in game was extremely appealing, and this lead me to ignore peoples issues the points that others on the forums were making about how it had a very narrow field of use, being limited only to people who wanted to be consummate crafters and little else.
Then a year later when the hard copy of the books came out and my group tried to address some issues one that we had to deal with was that there were other members of the group who wanted to use craft but couldn't based on the system, so we decided to go the exact opposite and get rid of the mini game aspect of point gather in its entirety and use an amalgam of the Bluewinds, Sactaphrax, and Totentanz rewrites.
This opened up the system to other players but it left me missing the rewards for my minor projects, because although i loved doing them, without an in game benefit it seemed difficult to justify spending some of the precious group time on inconsequential actions that could be used to advance the story and the fun for everyone. So, i went from using craft to solve everything to using craft only on the sidelines, effectively removing it from being an in session practice for me, which was my favorite part of it.
That said, i was excited that removing the slots and points meant that all the charms pertain to them were gone and that it reduced the difficulty of getting more powerful charms, even if this meant that my character concept had been compromised. So, i didn’t think any more of it until reading over the thread How are people finding the craft system X months on...?, where some interesting points were brought up.
- Heavy Arms: ”Because it means the ST isn't constantly making rules calls for how many projects you can juggle at once. That's what the slot system does. It takes the pressure off the ST to constantly rule for busy crafters on whether or not they have a reasonable amount of stuff on their plate, or if they're doing too much.
As well, slots are a player oriented mechanic. I don't need my ST's permission to have two yachts in progress, a sloop in dry dock for repairs, and be working on an Artifact trireme for my city's military to get out of the hole they've dug themselves into with their regional rival. The slot system tells me exactly how much effort that takes, and if my character can do it. If I'm feeling like I'm going to be light on cxp, I can do something about it.
- Lioness: "The issue I have with many of the rewrites is that I think craft xp has more potential than trying to accumulate as many successes as possible at each interval.
Like for a simplified system, I could be sold on a system where there are no Craft rolls for a major project and you just collect craft points at appropriate intervals until you effectively 'purchase' your daiklave etc. Though that's based entirely on the corebook where the possibility of failure simply isn't interesting and other Exalt types tend to have more interesting relationships with failure than the Solar Exalted.
- Irked: “Again, I think there's a heck of a middle being excluded here, precisely because of the gated Major projects. I had characters who actively made stuff on camera - but they had no interest, as players, in playing out Basic projects, and given the opportunity to do so they happily walked past and spent their limited screentime doing things they were more interested in doing.
The sharpest division I've seen in terms of player enjoyment is not "Guy who actively makes things vs. guy who is only interested in downtime artifacts" but between "Guy who enjoys making both Basic and Major projects, vs. guy who only enjoys doing the latter.” - Irked: “Alternatively, the system could enable new meaningful ways of interacting with the setting, particularly outside downtime. I think Sanctaphrax's rewrite, with its "Craft a particular kind of thing with cool side-benefits" goes this direction; it allows the crafter to do things that are flatly impossible otherwise, and often to contribute them mid-session to solve problems arising in play.”
- Irked: “One way to go is to make the system interesting mechanically - that is, to make it a game. If players are making interesting decisions about how to allocate their craft resources to make a particular project, which interesting fallout in terms of what the final project looks like, that's cool! That's a reason to care about added complexity, in the same way that the interesting decisions of combat give a reason to put up with that enormously complex system.”
- Without slots that i too had thought were worthless, craft was now essentially out of my hands and everything i wanted to do was a judgement call made by my st, who with my group already has more than enough work.
This was so much of an issue that we even made a charm to get around it in our own tweak of the rewrite which i only realized was just reinventing slots. - craft xp was almost completely ignored in the most popular rewrites, and i too felt this was just wasting potential, especially when their are charms in the tree that try to make craft xp more than just gating craft slots (which was an awful idea no one likes gated craft slots)
- The core system despite having slots and craft xp punished users by making all crafts except basic craft gated behind craft points, which was simply not what some people wanted to do.
It was a mechanic that was fun for me but obviously going to be annoying for a crafter who wants to just go strait into forging swords or bridges or the like, which cant be solved by just merging basic and major crafts because it needs that distinction and then you loose the silver craft points when there are only three to begin with.
The rewrites also mucked this up because it made it feel like an inconvenience to craft in game. so, in trying to breach the gap between user who like to do both basic crafts and major crafts and those who only want to do major, they in turn changed me from a player who actively made things to a guy who only made things during down time. - The core craft system was so dedicated to giving slots and points to fit into its way of using gated craft ability as a way to represent players increasing in crafting skill that it lost its ability to depict truly interesting abilities, and only fed into the use of getting through the bloated trees as quickly as possible to become an artifact mill and little else.
- All of the rewrites that tried to fix the previous issue by removing slots and points simply threw the baby out with the bathwater and got rid of the gaming aspect of crafting that caused the player to think about how their actions in crafting would effect the world around them, ignoring the fact that the point system with its three goals reward system was actually wonderfully written to be entertaining and story advancing, even if it was horribly implemented by being used to gate the craft system.
In fixing the system I have a few things that I want to do.
- Reasonably remove the gate on slots so that players can have access to what they want in the beginning, while putting checks and balances in place to prevent it from being abused
- To create an interesting alternative use of Craft XP so that it actually represents the inspiration that the crafter has to draw on from crafting, rather than using it to punish would be crafters as a preventative measure towards them getting certain crafts before they’re meant to
- Make it rewarding for everyone to craft, whether they want to only craft major projects, they want to do all projects, or they are only interested in crafting artifacts during down time
- Have easy access to charms that create an interesting feel to craft that make it rewarding to invest in the craft tree rather than a requirement, much like Sanctophrax accomplished in his rewrite.
- Maintain the fun of the crafting system in game and allow it to have an impact on in game scenarios, having to do with the original aspect of the craft xp goals.
- Include interesting aspects into the practice of crafting projects that could be played out in game specifically
In creating this system i take a great deal of inspiration from the forum members Bluewinds, Totentanz, and Sanctophrax, as my group and i already have experience adapting their work to create something that is functional for us, as well as borrowing from Blaque’s charms in their rewrite, so in truth this is going to be a rewrite of the amalgam craft system we created, while trying to bring back and improve upon some of the important concepts from the core, which i mentioned previously when discussing issued with the rewrites in general.
additionally as a non mechanic inspiration, i have always love the concept of the mortal craftsman who toils their entire life only to create an artifact after decades and exalt as a result, or the idea of an individual in desperate need being able to create something of singular wonder to solve the issue at hand, and the fact that these two fluff inspiration pieces were impossible was a bit bothersome, but something i only thought about how to fix after reading Lioness’s comment about Craft Points.
Summarized plan on what i want to do
- Introduces non-projects to prevent clicker game craft grind
- Adds the terms Inspiration, Time and Resources, and Special Materials to refer to craft xp, slots, and magical materials/exotic ingredients respectively
- Defines projects as what constitutes craft with the elements of crafting being relabeled elements of crafting projects
- Separates superior projects into two categories, large mundane and supernatural crafting, with supernatural crafting covering artifacts and manses
- Adds the capacity to create major and large mundane projects as masterworks.
- Adds Special Materials as an element of crafting projects
- Removes craft xp as a gate for crafting by no longer requiring it to finish a project
- Gives craft xp the ability to lower the dice goal of extended roles (based on unwinding the gyre meditation)
- Makes the ability to convert craft xp native to the process of crafting rather than being capable only through the purchase of a charm.
- Adds another basic craft goal for accomplishing unique works
- Defines Special materials and how to acquire them
- Adds totentans touchstone mechanic as a means of determining which Special Ingredients are used for a project
- Adds totentans scale mechanics for the completion of large mundane projects
- Regroups the beginning, completion, and reward for each project so that beginning all projects is listed together, followed by completing all projects, and then finished with rewards
- Sidebar added to explain miscellaneous crafts, or crafts that aren't mundane but don't easily fall under the labels of craft geomancy or craft artifact, such as craft genesis.
- introduce into repairing the concept that artifacts are self maintaining and that they only breakdown when the essence of their spirit breakdown due to the wayleighing of their maintenance, and that the process of repairing an artifact takes the form of rekindling the essence of the artifact so that it may reconstruct itself
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