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- This topic has 13 replies, 5 voices, and was last updated 11 years, 10 months ago by Anonymous.
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- May 14, 2014 at 2:20 pm #151229AnonymousInactive
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 modsand 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.
May 19, 2014 at 12:40 pm #262339AnonymousInactiveIn 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 modsand 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
May 19, 2014 at 12:59 pm #262343AnonymousInactiveI’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.
May 19, 2014 at 1:41 pm #262344drafitParticipantJosh,
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.
June 24, 2014 at 6:55 pm #263405AnonymousInactiveOk 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
June 24, 2014 at 7:33 pm #263411AnonymousInactivehalf and not 1/10?
June 26, 2014 at 5:06 pm #263515AnonymousInactivenever mind seems there was discussion not to allow herbs or crafting
June 26, 2014 at 6:26 pm #263525AnonymousInactiveoh so I’m just spinning wheels, because those conversations aren’t available to me?
June 26, 2014 at 7:42 pm #263533AnonymousInactiveNot 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 $$$.June 26, 2014 at 7:49 pm #263534AnonymousInactiveyeah im more responding to pedro saying “not to allow herbs or crafting”
not the allowing crafting part
June 26, 2014 at 7:55 pm #263536AnonymousInactiveoh…i missed that. not sure, then.
July 7, 2014 at 9:07 pm #263818AnonymousInactiveSo 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
July 7, 2014 at 9:22 pm #263820drafitParticipantHello 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
July 7, 2014 at 9:36 pm #263821AnonymousInactiveoh thanks for letting me know
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