Writing Series

Writing Atlas: Crafting Pillar pt-3

How much of the game belongs to the creator and how much belongs to the players? If I wrote the Crafting Pillar as baselines for making whatever you wanted, and you, as a player, proceeded to use those baselines to create something extraordinary, how much credit would you give to the Crafting Pillar for helping you make it? If you made a device which served as the catalyst for all kinds of amazing stories, how would it be unique to Atlas? You could probably have made the same device in any other game with some house rules, so what makes the creation something distinct that would only happen in Atlas?

This is my dilemma and my reason for wanting some stricter crafting rules. I still think there’s a place in game for the “craft whatever” approach, but there needs to be more substance to justify a “game” rather than an “idea.”

So what I’ve done is take every item that I thought would be obvious for crafting like wands and rings and I handed them off to the various crafting classes. So some classes are capable of creating certain things like Alchemists being bound to Oils, Potions, and Troches and Engineers being capable of making Armor, Weapons, Wands, and so on. Some classes have their own unique constructs as well, like Engineers making Cabers and Colossus making and maintaining their own Colossus Armor (think Iron Man.)

The list looks like this.

Wearable Slots
————–

Helm
Armor
2x Misc.(Belt, Cloak, etc)
2x Rings

———————-
Things that can be crafted
———————-

Armor
Belt
Cloak
Helm
Homunculus
Oils
Rings
Potions
Staves
Wands
Weapons

  • Alchemist
    *Oils
    *Potions
  • Engineer
    *Armor
    *Belt
    *Caber (Special)
    *Helm
    *Homunculus
    *Weapon
  • Artificer
    *Armor
    *Belt
    *Cloak
    *Helm
    *Homunculus
    *Rings
    *Staves
    *Wands
    *Weapons
  • Grenadier
    *Grenades (special)
  • Maverick
    *Maverick Weapons (special)
    *Oils
  • Colossus
    *Colossus Armor (special)
  • Thaumaturge
    *Armor
    *Belt
    *Cloak
    *Helm
    *Homunculus
    *Rings
    *Staves
    *Wands
    *Weapons
  • Trapper
    *Traps (Special)
  • Scion
    *Everything, but better.
  • Acolyte
    *Armor
    *Belt
    *Cloak
    *Helm
    *Homunculus
    *Rings
    *Staves
    *Wands
    *Weapons
  • Soulknife
    *Nothing really.
  • Calculator
    *Oils
    *Potions
  • Saboteur
    *Demolitions (special)

I’ll be going over the list and the decisions of “who gets what and why” in future articles when I go over each class. For now I’ll go over the other stuff.

So the wearable slots are Helm, Armor, 2x Rings, and 2x Misc. This means you can wear only a total of six enchanted items without class abilities giving you more slots (Artificers get extra rings.)

With miscellaneous stuff you can wear Cloaks, Amulets, Pauldrons, or Eyepatches, Gloves, Pants, Boots, Glasses, or whatever. It’s just a slot for all the random stuff that occasionally shows up. Now you can wear two of them at a time, but not if they would take up the same spot. So you couldn’t wear two helms or two cloaks or two pairs of boots.

A lot of the things you can craft are pretty basic. Armor, Belts, Cloaks, Rings, and Weapons should not need an explanation.

Helm in this context is also pretty simple, but it also covers things like Crowns / Tiaras, Headbands, stuff like that.

Homunculus are small constructed familiars like mechanical birds or fleshy imps.

Oils & Potions are pretty similar in style where they both have doses and once all the doses are depleted then the oil / potion is gone. The difference being that Oils are applied to Armor or Weapons while Potions are drank for their effects.

Staves & Wands are also similar as handheld items dealing with spell effects. Wands unleash a spell from within themselves and any person can use a wand with no magical affinity or training to speak of. A Staff enhances already existing spells in some manner such as dealing increased fire damage or a larger radius and so rely on the caster to know an appropriate spell for the staff they wield. Wands are also significantly more limited in charge since they hold all the power within. Staves are simply a catalyst for the spell and, while they do hold charges like a wand, they can hold more since they do not double as the power source of the spell being cast.

I wanted this to be longer but it’s like an hour after I normally post these and I just finished it. So I’ll go over all the other things tomorrow and later this week. In the meantime, here’s a patreon page.

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