Ok guys I wanted to get your thoughts on something I can't seem to figure out just yet.
We have switched from stats and so on to mostly free rp and I think it was the right choice. Everyone seems to be more active and having more fun.
Now, some stores sell items and tools that could come in handy, others sell potions and poison cures and so on. Those things are great because you will find now that we are all settled, you will want to consider carrying these types of items. Your character can bring more to the table (or their team) just by what they carry with them. Maybe that length of rope can help climb that wall and so on.
As far as this goes, I will also be keeping a careful eye on magic use and abuse and players using it as the fix all solution will find themselves heavily taxed in term of ability. Use your magic wisely or you will be told you're simply out of power.
But the big question is EQUIPMENT.
People choose the talents they want for combat and beginning gear that suits those talents. So why upgrade? Unless that armor or sword gives you a tangible bonus or at least is on fire or something, then why change what you have? I haven't the answer.
I could also use more input on what kind of stores you think we need.
Please, post here with your comments and thoughts; we can figure this out as a community.
The general store and clothing store--plus maybe a dedicated adventuring store (heavier duty than "general" but higher-priced?). These are all we really need, I think. Oh, the medicine and poison whatnots as well. Any more belong that would be resale shops and specific character made items. New weapons could be won as trophies in adventures.
Post by Ránëwén Lossëhelin on Aug 16, 2011 0:20:29 GMT -5
Although I would love to see equipment shops implemented, given the current system, I can't foresee anyone paying for something that doesn't boost their character's power in some small way. As you said, certain shops sell tools, potions, poisons etc, and those will be bought because they offer something to an adventurer. Since characters start off with a full equipment set, the only thing they would be paying for would be a fancy name instead of their "wimpy" named gear.
To be honest, I'll probably "update" my equipment based on character progression. Since I plan on having my character "make" and "maintain" her gear, equipment serves more roleplay purposes for me than perhaps others. I can see something really basic like a blacksmith being set up to sharpened "dulled" blades. In my opinion, there should be some equipment degeneration over the course of say one or two adventures. Realistically, even in a fantasy world, blades must be reforged, replaced, etc. Armor must be maintained cleaned and replaced as well.
If there were to be an "equipment" store, I'd say instead of basing it around a complex system of "upgrading." Why not make a very simple equipment degeneration system, to open up strategy a bit more within an adventure and have yet another type of "service" that can be bought with gold?
I'm still working on the clothing store, with items that boost non combat and combat related talents, though not to a large degree for starters.
As far as weapons and armor go, I've been awarding a few pieces that have specific effectiveness on armor types (this weapons is only good against light armor, etc). I haven't awarded armor just yet.
It is a bit difficult I agree, but we can still create gear with cool RP effects like a sword that can catch itself on fire or what have you.
I'm not to keen on item degeneration, though it could work. As far as I know with Grayell's games we've never had it before.
I am not in a hurry to make anything that increases talents at this time.
Here's a couple of things getting tossed around:
I am going to scrap having the talents to justify wares. I think it's just too much to ask and we already have people just 'getting' supplies. Stores will be based on a character's background and interest - Gray selling survival gear, Serenity selling fashionable stuff and someone like Alec selling books and other things of interest to a scholar or mage. Our talents reflect that, but our backgrounds are the real foundation. We may have someone with little practice with weapons who simply has a fascination for them, that could be a weapon store.
Skul also mentioned rather than having a huge list of items for sale, we could have people simply ask for something they need and reasonable just happen to have it in stock. I think a mixture of inventory and this approach is a good idea.
I am concerned that a few people will have the market covered and future players will be upset there's no room for more stores so I would like to see people specialize as much is reasonable.
With this in mind I would like everyone to think through their store ideas and put something together pronto. You will find that having items is better than not and I will be pushing GMs to make things somewhat more tricky without the correct tools or talents, myself included.
If you don't think you can have a store you've imagined but would like to see it in play, please mention the idea asap.
I am going to also add NPC stores operated by the council to fill in the gaps in our stocks.
Orp Boon [M:83:616:][D3v:http://www.rpgmenagerie.com/index.cgi?action=display&board=cs&thread=406&page=1#374]"Is that family heirloom for sale?"[0:Gone fishing.][1:The store is open!]
Home improvement (Lumber and other materials, tools, decorative items) Medicine Magick equipment Magick scrolls Chemistry and Tinkering (Ingenuity stuff) Pets
I would like to speak to Zane or Aliistaire about a medicine store but they both have very limited schedules. No reason a medicine person can't use herbs (guess who sells those) to make some very nice pots.
Magick, well we have magick type people so I imagine that will be coming along soon enough. I am not gonna bother with scrolls, we'll just go with gems that are basically one time use grenades. Anyone can toss one, bang on impact. Simple.
Home improvement would be good, another one of those things I am not sure we have anyone for.
I have some items I am gonna throw around to other stores and see if they want to carry them. I improved my store to cover outdoor supply.
Orp, if nothing else you could always carry lumber. Serenity could carry paintings and artsy fartsy stuff.
In all honesty, if our senior members corner the entire market I am not going to be entirely concerned by it.
Ok guys, Orp is the general trader of the game as you already know but this will be very important.
We are going to run a self-sustaining economy in which people can produce refined products from non-refined materials.
For example, I sell herbs given my survival skill and character background. Zane will buy those from me when he needs them and then use his skills and background to produce refined, more expensive items that are more potent and work faster.
Orp is selling ore, a smith will purchase what they need from him to produce weapons and so on.
I suggest you put together an idea for a store pronto and we will see how it fits into the dynamic. All stores will operate on this level, unless they are allowed to carry stock considered pretty mundane and not in need of refinement. Until we get more stores in play, some stores will also carry items that we need or see a use for until a new store opens that covers that product more effectively.
Also guys, I am also thinking that if you run a store where you craft things with goods purchased elsewhere, you will have to keep basic inventory. I don't want a crafting system but having 12 pieces of armor on hand when you only bought ore for three is not gonna work.
Orp Boon [M:83:616:][D3v:http://www.rpgmenagerie.com/index.cgi?action=display&board=cs&thread=406&page=1#374]"Is that family heirloom for sale?"[0:Gone fishing.][1:The store is open!]
Maybe we should limit starting equipment to 3 items. Then everyone would want to buy something at least, be it their personal item or weapons or armor.