Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Adventure skill handling ideas  (Read 469 times)

Neoskel

  • Bay Watcher
  • Read or the owl will eat you.
    • View Profile
Adventure skill handling ideas
« on: August 02, 2008, 10:56:27 pm »

So, the time when adventurers can do fortress skills is coming nearer.

It would be weird for it to be exactly the same though. Adventurers shouldn't build pre-planned workshops that follow specific blueprints. Instead, maybe they can build and place different kinds of furniture and structures to their own plan, like single tile furnaces that correspond to the red circle part of the furnace workshop of fortress mode. It certainly shouldn't be as easy or boring to forge a sword in adventure mode as taking metal and fuel into a small room and standing in one spot until it turns into a sword.

So instead of building a forge from an anvil and some blocks, the adventurer would instead build a furnace out of appropriate building materials and place the anvil to stand on it's own, next to or near the furnace. Maybe even require a barrel or pool of water to cool the metal. Have the adventurer have to light a fire in the furnace with fuel inside, heat the metal bars in it, bring the heated metal to an anvil and then pound away at it with a smithing hammer. Maybe need to plunge the weapon into water to finish it. Simplified, but if you had to make multiple trips it would be way too complex.

Just lighting and burning fuel in the furnace would train furnace operator, pounding on the metal and cooling it would train weaponsmithing/armoring/metal crafting. In addition, the same furnace could be used to make glass. A kiln is different than a furnace, and would be required for pearlash making and eventually ceramics. Smelting and melting (and custom smelter tasks) might have to be done at a specialized furnace (smelting furnace?) since you need something to hold the molten metal in.

Wood, stone, bone and gems could be crafted on a table, maybe requiring a vice to be installed on it. This would include making mechanisms. The only tools you'd really need are chisels and mallets to hit the chisels (again, simplified). Maybe a whittling knife for wood and bone crafting, and bow/crossbow making instead, without needing the table. Gemcutting may not require the mallet and gem setting would not require the chisel (you knock the gems carefully into sockets).

Fish dissecting (you can dissect fished up fish right?) and threshing could be done on a table too. Cooking would need a table to mince (or whatever other methods pop up) the ingredients and a cooking fire of some sort to finish cooking them (even biscuits should need heat to fuse them together). Ash making would need a built fire pit, lye and potash making would need barrels (and a bucket?), cheese making and brewing would need barrels, vermin training would need an empty built cage, weaving would need a built loom, tanning would need some sort of rack to stretch the hides, cothesmaking and leatherworking would need tables and shears (a needle is asking a bit much).

That way adventurers could make a forge/workshop 'room' of any size or shape instead of the cookie cutter workshops of fortress mode. Some things would be easily doable at a simple camp site, like cleaning caught fish or whittling a skull totem, but being able to forge swords or armor at such a site shouldn't be doable.

Just ideas for the future, to distinguish adventure mode from fortress mode in the use of crafting skills.
Logged
Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.