Viewing 14 posts - 1 through 14 (of 14 total)
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  • #151229
    Anonymous
    Inactive

    In talking to Tony last night he seemed to be welcome to the idea of having something written up for herbs in the new campaign guide.

    so WITHOUT getting into specifics, here are the generalities that I think are up for debate (or defacto from campaign staff):

    how to determine in/out of season
    how to determine out of location
    the general availability of purchasing herbs
    how addictive is handled in the campaign
    selling herbs
    storing herbs for multiple mods

    and then all of those questions again for poison

    I’m going to start topics for these ideas, but if any one else has broad topics on the subject of herbs please add them here.

    #262339
    Anonymous
    Inactive

    In talking to Tony last night he seemed to be welcome to the idea of having something written up for herbs in the new campaign guide.

    so WITHOUT getting into specifics, here are the generalities that I think are up for debate (or defacto from campaign staff):

    how to determine in/out of season
    how to determine out of location
    the general availability of purchasing herbs
    how addictive is handled in the campaign
    selling herbs
    storing herbs for multiple mods

    and then all of those questions again for poison

    I’m going to start topics for these ideas, but if any one else has broad topics on the subject of herbs please add them here.

    Good…

    you know we should sit down at origins and work some of these things out

    #262343
    Anonymous
    Inactive

    I’m not sure why i keep pushing, but its like you guys don’t want to do work online, and I find that very frustrating.

    #262344
    drafit
    Participant

    Josh,

    It’s because this is the busiest time of the year for us and we’re working on projects every waking moment.

    We just don’t have time for this right now.

    #263405
    Anonymous
    Inactive

    Ok I’m back and I can get crushing on this….

    For seasion we can pick a default season unless an adventure hints at (snow) or mentions a specific seasion.

    Location, box text should give enough clues for the GM

    Buying? Once per mod, default seasion like above

    Addictive? At the start of the adventure and during if nessessary… The flaw should be played up and any player who fails to inform the GM of the flaw loses all fate for the adventure and has it noted on their adventure doc

    Storing, no issue with that…just treat like gear

    Sell for half vaule once per mod, only one hurb

    #263411
    Anonymous
    Inactive

    half and not 1/10?

    #263515
    Anonymous
    Inactive

    never mind seems there was discussion not to allow herbs or crafting

    #263525
    Anonymous
    Inactive

    oh so I’m just spinning wheels, because those conversations aren’t available to me?

    #263533
    Anonymous
    Inactive

    Not at all,Josh. Looking at the list in you first post, I think the only thing effected by “no crafting” is the part about selling herbs and the part bout storing herbs between mods. IMHO, everything else would be great for using herbalism in a single mod.

    Also, as I understand it (and i could be wrong), the reason for “no crafting” is because:
    1) the time needed to craft means you are settling down and not adventuring.
    2) to regulate the usage, we would need to go back to some type of time unit system.
    3) the players very vocally expressed a desire to have no in-game economy. They have to take the negative with the positive. If they dont want to pay lifestyle or do bookkeeping, they cannot earn a living or craft to make $$$.

    #263534
    Anonymous
    Inactive

    yeah im more responding to pedro saying “not to allow herbs or crafting”

    not the allowing crafting part

    #263536
    Anonymous
    Inactive

    oh…i missed that. not sure, then.

    #263818
    Anonymous
    Inactive

    So thinking about this again:

    I really think that herb crafting would be a beneficial side profession for people to pursue with their characters, and the general inclusion of herbs would be a good idea.

    So in the interest of generating conversation let me throw out some of my other opinions on Herbs.

    Addictive herbs: I think the campaign should have specific rules for dealing with addictive herbs, such as requiring a fate point to use them

    Purchasing herbs, I think herbs should be generally purchasable, and should not have a shelf life as they are bought as “properly stored”

    Selling herbs, I think that herbs should not be resellable

    gathering herbs, I think a roll on campaign specific rules at the beginning of the mod would be appropriate to gather a bunch of fresh herbs (that do not get retained over the course of modules)

    and the in/out of season/ location might be best in the form of an online resource, like a locked post in the GM section updated on a regular basis

    –Just some thoughts

    #263820
    drafit
    Participant

    Hello Josh,

    While persistence is an admirable trait, it was already decided not to bring in Herb Gathering and Poison Use at this time.

    Can we please drop it?

    Thank you.

    Henry

    #263821
    Anonymous
    Inactive

    oh thanks for letting me know

Viewing 14 posts - 1 through 14 (of 14 total)
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