AngryCraft: What’s in an Item
It’s that time of the month: it’s time to make incremental progress on AngryCraft. This time, I define all of the different kind of things you’d make stuff out of.
The Angry GM finally chases down his white whale: hacking a crafting system for D&D that doesn’t actually suck. So, jump aboard the Pequod and come along. There’s no way this can go wrong.
It’s that time of the month: it’s time to make incremental progress on AngryCraft. This time, I define all of the different kind of things you’d make stuff out of.
In the long awaited next-but-definitely-not-last part of the AngryCraft series, I come up with a way to describe every item in the DMG in just 20 words.
It’s time for the AngryCraft Great Magic Item Analysis. Well, it’s time for the first part. The boring one with all the math. But, when it’s done, we’ll know exactly how to set a magic item’s price.
Continuing the design of AngryCraft for D&D, my play experience description has left with me with a solid plan. A plan I just can’t follow because I’m shackled to D&D.
Most amateur and professional game designs try to jump from the feeling they want something to evoke right into mechanical game design. And that’s a mistake. Because, to design a good system, you need a big, strong D. As the Angry GM demonstrates by talking about the return of his magic item crafting system!
Hacking a complex subsystem into a game requires you to work within the limits of the system. Sometimes, though, the system has some underlying patterns you can spot if you look hard enough. And those patterns help you make room for what you’re doing.
Hacking a complex subsystem into a game requires you to work within the limits of the system. Unfortunately, the system doesn’t always make it easy to find those limits. For example, let’s look at how D&D 5E might constrain my crafting system?
We’re back to talking about crafting. And it’s time for more thinking and pondering and brainstorming. Sorry, kids, that’s what design is. It’s about thinking, pondering, and making things way more complicated for yourself.
Accepting the disappointment that we’re going to have to stick with the obvious cliche of smashing ingredients together to make equipment as the basis of a D&D crafting system, now it’s time to figure out what those raw ingredients look like. And keeping it manageable.
It’s time to look at the crafting problem from the GM side of things. And to figure out what a good crafting resource might look like. And to disappoint everyone who was hoping I’d create a good crafting system.
It’s time to actually start building a crafting system. And that means figuring out what the system should look like. Abstractly. Conceptually. Without doing any real work.
Epic quests for legendary treasure the pretty much the bread and butter of fantasy RPGs. But let’s not talk about that.