tarsus
Novice
Disclaimer: I am not a veteran of Alliance. I maybe have 2 years of playing experience spread out between 2.0 and prior. I mostly stick to martial stuff because I don’t want to remember other parts of the game, and even then I rarely remember to use any martial abilities. Most of my comments are observations of the general philosophy of the 2.1 beta changes and some of my details, (though I did my best to check them), may not be perfect. I will also not be talking about any ritual changes as I have absolutely zero experience with them.
There are a lot of things I like in this 2.1 beta, especially not worrying about colored packets and not keeping track of bolts and arrows. There are things I hate like magic weapons being broken with shatter unless strengthened or yet another ritual is slapped on, (shortly after we all remade our weapons with 2.0 even). Regardless of my thoughts on those specific issues, I think we can all agree the major focus of this 2.1 beta is crafting, yet with all the additional rules and features, this will barely even change the feel of the game.
The point of crafting in a larp is to enhance the player run economy, increase immersion, allow noncombatants (or those who just don’t have much fun fighting) to experience the game, and generally give people more things to do.
Enhancing the player run economy: The most these changes will do for the economy is adjust prices. Even with the addition of materials for certain superior equipment and the addition of said equipment, nothing screams ‘must have’ or ‘can’t live without.’ The additions seem more like icing on the cake rather than the cake itself and most people will be perfectly fine completely ignoring them. “Gathering” resources is simply a check in at logistics unless you happen to find some in game, most likely through fighting. There is no actual gather > refine > produce > sell cycle.
Increasing immersion: These changes do not encourage players to do anything more (in terms of role-play) than they are already doing. There are no phys rep requirements for materials, tools, or crafting stations. There are no requirements to role-play gathering or crafting. People are free to do it themselves sure, but there are no real stakes to care about. In games where crafting is integral to the game design, people will do their best to protect crafting areas from threat or work to assure the free flow of goods to make sure their crafters always have the materials they need to make the stuff they need. That does not exist in Alliance and 2.1 beta will not change that.
Noncombatant opportunities and giving players more to do: Some people physically cannot participate in combat or simply do not enjoy it. Still, they enjoy LARPing in a fantasy world with their friends. 2.1 beta does not help these people have anything more to do. Because there are no requirements for role-playing crafting, pretty much everything is handled with a logistics check-in. Sure, they can talk to folks to see what they want and some folks may want more things now; sure, they might have to appropriate a few mats in various ways (like check-in); but that doesn’t actually give them anything with any sort of mechanics to do in game. Furthermore, most of the non-crafting abilities crafters get are combat buffs.
On that note, it seems that crafting in Alliance serves to primarily enhance combat. It is just another of many paths to fight enemies. Crafting is simply a new skin for people who want to fight in a different way. I get that. The rulebook is centered around combat. Most people are here for combat - to be the heroes that kill the whatever-bad-thing is lurking out there. If that is so, that’s fine but there is absolutely no reason to invest so much into crafting in terms of both the rule book and player build.
Now, if you actually want crafting to be an integral part of the game, it can’t be something that is just done at logistics, it needs to be seen in game like what happens in DR. We need to see people sitting down at crafting stations hammering away at their new wares for a given amount of time before going to logistics and getting a tag. We need to see crafters yelling at fighters to defend them so they don’t waste half an hour of time pounding on a bench. We need their daily crafts to be indispensable for others so people are willing to defend them. This creates not only immersion and things to do, but so many new opportunities for plot to create stories that have an organic hook already attached to it.
If you want players to invest in crafting, you need to decide if you’re willing to fundamentally change the way the game currently operates. If you are unwilling to do so, then crafting should be as simple as possible or at the very least, require less build investment.
There are so many ways to approach this problem but I’ll only give one from each perspective:
Separate crafting build pool: If we want to keep the current combat focused philosophy of Alliance intact, still have more crafting options, but not fundamentally change the way the game is played, I think a decent solution would be to have a separate pool of crafting points. Every player gets to pick one crafting class and use those separate points to build their trade skill without having to worry about sacrificing their main build for it. As usually, they get more points for this build as they level up normally. Many mmos implement this method because of its simplicity and I think it would work well here. This will not enhance the experience of crafting at all nor provide any immersion, but will give players something new to try without heavy investment.
Crafting overhaul: If you are willing to fundamentally change the way the game is played, crafting can be very rewarding. Imagine players ‘chopping’ trees in the middle of a game. Imagine players going to an area designated as a mill to make planks. Wouldn’t it be fun to see crafters all in a room pretending to put together various items on properly phys reped workstations? This is a system that will require a ton of thought and more out of game investment from players, but other games do it now and have higher populations than Alliance.
Everyone in the game should need something from these crafters. While they should be able to make awesome expensive things, the bulk of their work should be directed towards cheap necessary consumables. There needs to be motivation to keep the cycle going. Things like whetstones are a good item from the beta, but make it stack with other damage abilities and make it less expensive. Make it something everyone should have in combat and want to keep stocked up on all the time. Make armor repairs take 10 mins for a blacksmith but allow them to craft repair kits which allows anyone to repair in 1 min.
Crafting cannot simply be a variant combat build. There are so many better ways to add combat skills in the game and they shouldn’t be disguised as crafting. Rather, crafting should be its own separate build apart from the main build or a completely new way to play the game. It’s not rewarding to sacrifice a large portion of build for something that is rarely used outside of logistics besides repairing armor.
There are a lot of things I like in this 2.1 beta, especially not worrying about colored packets and not keeping track of bolts and arrows. There are things I hate like magic weapons being broken with shatter unless strengthened or yet another ritual is slapped on, (shortly after we all remade our weapons with 2.0 even). Regardless of my thoughts on those specific issues, I think we can all agree the major focus of this 2.1 beta is crafting, yet with all the additional rules and features, this will barely even change the feel of the game.
The point of crafting in a larp is to enhance the player run economy, increase immersion, allow noncombatants (or those who just don’t have much fun fighting) to experience the game, and generally give people more things to do.
Enhancing the player run economy: The most these changes will do for the economy is adjust prices. Even with the addition of materials for certain superior equipment and the addition of said equipment, nothing screams ‘must have’ or ‘can’t live without.’ The additions seem more like icing on the cake rather than the cake itself and most people will be perfectly fine completely ignoring them. “Gathering” resources is simply a check in at logistics unless you happen to find some in game, most likely through fighting. There is no actual gather > refine > produce > sell cycle.
Increasing immersion: These changes do not encourage players to do anything more (in terms of role-play) than they are already doing. There are no phys rep requirements for materials, tools, or crafting stations. There are no requirements to role-play gathering or crafting. People are free to do it themselves sure, but there are no real stakes to care about. In games where crafting is integral to the game design, people will do their best to protect crafting areas from threat or work to assure the free flow of goods to make sure their crafters always have the materials they need to make the stuff they need. That does not exist in Alliance and 2.1 beta will not change that.
Noncombatant opportunities and giving players more to do: Some people physically cannot participate in combat or simply do not enjoy it. Still, they enjoy LARPing in a fantasy world with their friends. 2.1 beta does not help these people have anything more to do. Because there are no requirements for role-playing crafting, pretty much everything is handled with a logistics check-in. Sure, they can talk to folks to see what they want and some folks may want more things now; sure, they might have to appropriate a few mats in various ways (like check-in); but that doesn’t actually give them anything with any sort of mechanics to do in game. Furthermore, most of the non-crafting abilities crafters get are combat buffs.
On that note, it seems that crafting in Alliance serves to primarily enhance combat. It is just another of many paths to fight enemies. Crafting is simply a new skin for people who want to fight in a different way. I get that. The rulebook is centered around combat. Most people are here for combat - to be the heroes that kill the whatever-bad-thing is lurking out there. If that is so, that’s fine but there is absolutely no reason to invest so much into crafting in terms of both the rule book and player build.
Now, if you actually want crafting to be an integral part of the game, it can’t be something that is just done at logistics, it needs to be seen in game like what happens in DR. We need to see people sitting down at crafting stations hammering away at their new wares for a given amount of time before going to logistics and getting a tag. We need to see crafters yelling at fighters to defend them so they don’t waste half an hour of time pounding on a bench. We need their daily crafts to be indispensable for others so people are willing to defend them. This creates not only immersion and things to do, but so many new opportunities for plot to create stories that have an organic hook already attached to it.
If you want players to invest in crafting, you need to decide if you’re willing to fundamentally change the way the game currently operates. If you are unwilling to do so, then crafting should be as simple as possible or at the very least, require less build investment.
There are so many ways to approach this problem but I’ll only give one from each perspective:
Separate crafting build pool: If we want to keep the current combat focused philosophy of Alliance intact, still have more crafting options, but not fundamentally change the way the game is played, I think a decent solution would be to have a separate pool of crafting points. Every player gets to pick one crafting class and use those separate points to build their trade skill without having to worry about sacrificing their main build for it. As usually, they get more points for this build as they level up normally. Many mmos implement this method because of its simplicity and I think it would work well here. This will not enhance the experience of crafting at all nor provide any immersion, but will give players something new to try without heavy investment.
Crafting overhaul: If you are willing to fundamentally change the way the game is played, crafting can be very rewarding. Imagine players ‘chopping’ trees in the middle of a game. Imagine players going to an area designated as a mill to make planks. Wouldn’t it be fun to see crafters all in a room pretending to put together various items on properly phys reped workstations? This is a system that will require a ton of thought and more out of game investment from players, but other games do it now and have higher populations than Alliance.
Everyone in the game should need something from these crafters. While they should be able to make awesome expensive things, the bulk of their work should be directed towards cheap necessary consumables. There needs to be motivation to keep the cycle going. Things like whetstones are a good item from the beta, but make it stack with other damage abilities and make it less expensive. Make it something everyone should have in combat and want to keep stocked up on all the time. Make armor repairs take 10 mins for a blacksmith but allow them to craft repair kits which allows anyone to repair in 1 min.
Crafting cannot simply be a variant combat build. There are so many better ways to add combat skills in the game and they shouldn’t be disguised as crafting. Rather, crafting should be its own separate build apart from the main build or a completely new way to play the game. It’s not rewarding to sacrifice a large portion of build for something that is rarely used outside of logistics besides repairing armor.