[freeroleplay] Re: equipment lists

  • From: Ricardo Gladwell <president@xxxxxxxxxxxxxxxx>
  • To: FRPGC <freeroleplay@xxxxxxxxxxxxx>
  • Date: Sat, 02 Apr 2005 20:18:15 +0100

As an aside: Inspired by all this talk I've come up with an alternative
to the a linear scale for technology. Instead of having tech levels, all
societies have a set of skills, like characters, defining the level of
knowledge available. For example:

* Stone Age: Craft (Stonework) 1.
* Bronze Age: Craft (Metalwork) 1, Craft (Stonework) 2.
* Iron Age: Craft (Metalwork) 2, Craft (Stonework) 2.
* Medieval: Craft (Stonework) 3, Craft (Metalwork) 3.
* Renaissance: Craft (Stonework) 5, Craft (Metalwork) 4, Craft
(Clockwork) 2.

The different levels correspond to certain aspects of work. For example,
Craft (Stonework) 1 would equate to simple working of flint, whilst
Craft (Stonework) 5 would mean Renaissance-levels of elegant stone
construction. Similarly, Craft (Metalwork) 1 could correspond with
simple Bronze Age metal work whilst Craft (Metalwork) 5 could correspond
with fine swordsmanship of, say, Shogunate Japan or the Renaissance.

All skills are capped by the levels in their particular culture. So, a
medieval blacksmith could only gain Craft (Metalwork) 3 at most. In this
way, all metal objects from the Medieval period are of a poorer quality
than, say, Renaissance.

Similarly, all objects have a prerequisite levels of Craft skills
required to manufacture them. For example:

* Flint Axe: Requires Craft (Stonework) 1.
* Short-sword: Requires Craft (Metalwork) 2.

In this way, a steel short-sword will not exist in the Stone Age but a
Medieval flint axe will be superior to a Stone Age one.

This makes it easy to create "alternative history" technological (for
example, a Medieval period with a Renaissance-level of metalworking).

Just an idea. Kind regards...

-- 
Ricardo Gladwell
President, Free Roleplaying Community
http://www.freeroleplay.org/
president@xxxxxxxxxxxxxxxx


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