OOC: Summary of HRW knot on crafter-riders, 3/1/10

Mar 01, 2010 22:26

The HRW knot had a big discussion tonight, and this is what we (those of us present) came up with. XD It was double-checked on the knot and then posted here for length.

*cheers Ajatha, Gabrion, K'del, P'ax, Taikrin, Teris, Tiriana, Vyshani, and W'chek!*

So long, even the summary broke +job/notes! )

ooc

Leave a comment

isziyo March 2 2010, 07:18:38 UTC
So, I think the one thing that sticks out in my head when I read this stuff is: nothing ever is so clear! There are a lot of questions arising from the "need" of having rules, but... in reality, things are never so clean-cut. Things get muddled. Some things work for some people that don't work for other people. Organic RP and character development will work out a lot of these issues, I think, better than any pre-conceived "track" system could, because... ICly, none of this stuff has /happened/ before. It's going to be new for everyone. Nobody is going to have all of this together, a whole new set of rules, just because one or two or even a handful of riders decide to invest themselves into crafting. And, of course, even if there /are/ rules... In reality, it's often not /what/ you know, or what rules you adhere to, but /who/ you know, and how /they/ can make the rules bend /for/ you.

Should riders go past journeymen? I don't think so, simply because Mastering a craft takes personal sacrifice, and I think the ghosts of golds past would come back and haunt a dragonrider who tried to sacrifice his living, breathing Boeing-sized lump of flesh for a stupid knot. ;)

But anyhow, my brain is muddled right now. My own personal opinion? Allow areas personal autonomy to decide what to do with crafters, perhaps have some sort of requirement process for someone to have a Master - since these /would/ technically be rare - but for the most part, allow some of these issues to work themselves out in the course of RP, and not pre-plan /everything/, because gawd, that gets boring, quick! :)

And that is my spare change. ;)

Isz!

Reply

mecaith March 2 2010, 14:14:55 UTC
Should riders go past journeymen? I don't think so, simply because Mastering a craft takes personal sacrifice, and I think the ghosts of golds past would come back and haunt a dragonrider who tried to sacrifice his living, breathing Boeing-sized lump of flesh for a stupid knot. ;)

Caveat: Depends on the craft. Some crafts are easier to balance with a dragon's needs, also most adult dragons don't require nearly as much tending to as young dragons.

There's also differences in dragon personality - some dragons are more high maintenance than others.

On complete autonomy from area-to-area for crafts in general, this causes problems because there winds up being a lack of consistency from area-to-area /within the same craft/.

We don't have to get overly granular, but some idea of how crafts that have central Halls in particular, or the two crafts that tend to wind up with PCs most often: Harper and Healer, operate would be a good thing so that you don't wind up with situations where you have crafters in one area saying they take exams once per turn back at the Hall and those exams are always in the winter and another set of crafters saying they have exams every quarter, also at the Hall.

Reply

blueaid March 2 2010, 21:12:11 UTC
Should riders go past journeymen? I don't think so, simply because Mastering a craft takes personal sacrifice, and I think the ghosts of golds past would come back and haunt a dragonrider who tried to sacrifice his living, breathing Boeing-sized lump of flesh for a stupid knot. ;)

Agreed. Bolded part added for "exactly what I would have said" emphasis!

Reply


Leave a comment

Up