A possible way to increase the player economy
Posted: Wed Mar 03, 2004 5:50 am
I was sitting back and reading some of the postings when I came across a subject that I have pondered. There seems to be a lack of player interaction with regard to the economy. Is it possible to restrict an account to only one craftsman? Thereby still allowing the opportunity to have a vast experience in different playing roles but limiting the self sufficiency that currently resides in the WOD realm. It might also help to create a GM special to all craftables such as random player made magics:
tailors-random resistance clothing
tinkers-gem crafting device
blacksmiths-special effects based on ore type
scribes-wands jewelry
woodworking-magic bows shields
fisherman-magic fish steaks
farming-magic crops
miner-ore becomes valued other than color
and so on..
If you made these effects random such as the benson effect this would create an desire to seek those who specialize in what your characters need.
I realize this is probably easier said than done just a possible direction that might generate an ongoing community growth and family enviroment..Any thoughts, I be interested in hearing what you have to say. Thanks for reading.. Safe Journeys. Bruce(ingame).
tailors-random resistance clothing
tinkers-gem crafting device
blacksmiths-special effects based on ore type
scribes-wands jewelry
woodworking-magic bows shields
fisherman-magic fish steaks
farming-magic crops
miner-ore becomes valued other than color
and so on..
If you made these effects random such as the benson effect this would create an desire to seek those who specialize in what your characters need.
I realize this is probably easier said than done just a possible direction that might generate an ongoing community growth and family enviroment..Any thoughts, I be interested in hearing what you have to say. Thanks for reading.. Safe Journeys. Bruce(ingame).