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Zen and the Art of Spiral-Carved Incense Burners

Stone Lantern
A stone lantern sits along the pathway, waiting to be sold to a Kadian merchant.
This essay originally appeared in the February 2001 issue of Imaginary Realities. The crafting system in Armageddon is something we worked towards for a long time. The implementation may not have been the most efficient (I still, vividly, remember making hundreds of arrow objects so we could have them with every possible color combination of fletching) but getting it into the game was a huge source of satisfaction.

One of the desires expressed at the very first Armageddon player-staff meeting I ever attended was a yen to move away from “a hack and slash economy,” where players made their income by selling the gear off NPCs (and the occasional PC) that they had killed. How, one immortal noted, could the world be realistic when there was no coded reflection of the material underpinnings of it? How to create this economic reflection was a question that remained in the air for several years, and it was not until discussion of implementing crafting code came up that such a move seemed possible.

We laid the groundwork for crafting by first creating ways to get the raw materials. I reviewed what was produced from skinning the various creatures in the game, both to make sure that players could skin most corpses and to ensure that what was being produced was reasonable. We implemented skinning difficulty: some things, such as pelts, are harder to extract from a corpse, as opposed to cuts of meat. Beyond that, we added a forage command, allowing players to find rocks and wood. Later, this was expanded to add other arguments: artifacts, salt, and roots. Forageable objects differ according to the sector type of the room and in order to make this reflect geographical differences, we added some more sector types, such as thornlands, salt flats, and ruins. Salt can only be foraged in the salt flats, for example, and roots are only available in fertile land (hard to find on a desert planet).

Once the ability to gather raw materials was in place, a couple of initial crafting skills were implemented: basket weaving and tanning. Basket weaving, admittedly, started out as a bit of a joke, but it served its purpose: to allow us to discover flaws. Both skills necessitated the creation of the objects to be crafted: a series of baskets for basket weaving, and tanned versions of various pelts and hides. With each, I tried to make sure there were incentives to use the skill: tanning a hide made it both more valuable as well as sometimes adding wear flags, while baskets included some objects that were wearable on the back or otherwise handy. I included the ability to craft an object, a numut vine sash, that had vanished from the game when the city of its origin was destroyed, and this in turn led me to wander through the database to find other objects that could be recycled and used for the code. As part of this effort, I ended up adding a component crafting skill for the magic users in the game in order to use a series of objects left over from an immortal project that had never been fully finished.

Although some objects could be recycled in this fashion, many others had to be made for the crafting code as we began to implement additional skills, including bow making, knife making, cooking, dyeing, leather working, bandage making, etc. Occasionally, obsessiveness got the better of me: after creating four different types of arrowheads, I decided that people should be able to make striped fletching for their arrows, so they could, if they wished, make arrows using their clan or House colors. This required me making some 300 or so arrow objects in a madcap building session that left me not wanting to ever type the word “arrow” again. Here, planning out the entire effort in detail ahead of time and having used a different structure for coding the items would have paid off, instead of having added bit by bit as I went along. For example, I found myself regretting the variety of gems one could forage in the game when I ended up making multiple bone dagger items, each with a different gemstone in the hilt. Having the entire structure sketched out ahead of time, rather than adding in skills as they occurred, might have been helpful, although some of the skills came from player suggestions after they’d been exposed to the new code.

As the skills began to be more fleshed out, we started making them available to the players. Cooking was a skill everyone got, while others were fitted into the skill trees (Armageddon has a branching system) where appropriate, with merchants ending up the vast beneficiaries overall, going from a possible 13 skills to 38. Some additional skills grew out of the effort, such as analyze, which allows a player to determine an item.s component parts, and armor repair.

At the same time, we added a secondary guild system, which allowed players to flesh out their backgrounds further, by adding a few skills, usually crafting. The secondary guilds were not the same as the regular guilds but intended to reflect life experiences or talents, including stone worker, bard, house servant, guard and mercenary, and I enjoyed putting the packages together in a way that made sense, such as giving the house servants pilot, flower arranging, and a high cooking skill or the mercenaries ride, knife-making and an increase in their ability to hold their liquor.

Inevitable questions and problems arose. On Armageddon, skilled merchants can often identify the style of an item via the value command, if it came from a specific region or culture, and in order to accommodate this, I made the crafting of some items dependent on materials available to only those groups. Shopkeepers began to be glutted with some items (nothing is sadder than a Kadian merchant laden with nothing but spiral-carved green marble incense burners), but this allowed us to check and adjust item prices by monitoring the shops to see what items were appearing at what costs.

For example, since wood is more expensive in Allanak than in the Northlands, some players were cashing in wildly by making and selling wooden spears to House Salarr, which I hadn’t realized would happen till I noticed them selling for 300 sid (Armageddon uses obsidian for its coinage) in the shops.

The experiment still continues and new items, many contributed by players, are added every few weeks. Currently, there are some 3000+ possibilities, crafting wise, coded, and there are still gaps. When I initially did the dyes, for example, I left out the color orange, which means that I keep getting inquiries about implementing variations with that color from the players. The fact that it would require writing up another 300 or so objects has stopped me so far, however. But the players are using the code right and left, and some are actually supporting their characters with it. Though there is still a limited market for incense burners.

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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

~K. Richardson

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To Eligibility Post or Not to Eligibility Post?

Photo of speculative fiction writer Cat Rambo with Cinderella's Wicked Stepmother at Disneyworld.
In my position as SFWA President, sometimes I have to confer with fictional characters.
Let us begin by acknowledging that this is a rancorous period, full of clashing agendas, bewildered onlookers, and all too many innocents caught in the crossfire (although it is not the first time we’ve seen these storms, nor will it be the last.). And that right now making an eligibility post particularly mentioning Hugo Award categories like Related Work is something that some of us are circling and wondering about.

And my answer is yes. Yes, you should. Why?

Because it helps people discover the work that you’re proud of. You know what you wrote. You know what you want to make sure they see. It’s okay to say, “Hey, if you’re looking to read something by me, I would try this.”

Because it helps people read widely. Every writer in F&SF should — well, I don’t want to make it seem mandatory so I won’t say that you must do this, but you should at least feel free to make eligibility posts. So when someone’s poking around, they can find your stuff and read it.

Because you shouldn’t self-censor out of modesty when talking about your work. You are its best champion. Go ahead and help people find the best examples of it. Be humble and lovable in some other way. (Thank you to Erin M. Hartshorn for the link to the piece of self-effacement.)

And so, I’ve finally been prodded by a Twitter conversation into doing my own in part because I want to say to you, no matter where you are sited in the bizarre and incredibly wordy conflicts, that you should do it. Let’s have lots of wonderful reading lists, the more the merrier, and part of creating those is making readers aware of what you (and others, sure) have done. Please feel free to post a link if you’ve made an eligibility post. Yup, even if you think you’re not welcome. You are.

I published a bunch in 2015. You can find the full list elsewhere, but here are my best of recommendations:

  • Related work: I co-edited Ad Astra: The SFWA 50th Anniversary Cookbook with Fran Wilde. (Hard copies are available here.) I remain inordinately proud of the work, which contains recipes like Charles Brown’s Turkey Turkey Turkey and Octavia Butler’s Pineapple Fried Rice. (I think these two essays #PurpleSF and On Reading the Classics are also eligible.
  • Novel: Kevin J. Anderson’s excellent Wordfire Press published my first novel, Beasts of Tabat, the first in a fantasy quartet. SFWA members can find a copy of it up in the 2015 Fiction forum. There have been some nice Amazon reviews, but I know the book isn’t everyone’s cup of tea and there’s been some awesome awesome novels published in 2015. *goes back to read that self-deprecating piece again and quickly moves on*
  • Novella: Nothing this year, but wait till you see the one Bud Sparhawk and I have coming up in Abyss & Apex!
  • Novelette: Also nothing this year.
  • Short story: As always, plenty of stuff here. The pieces that I am proudest of are Primaflora’s Journey, which appeared in Beneath Ceaseless Skies, “The Subtler Art”, which appeared in Blackguards: Tales of Assassin,s Mercenaries, and Rogues, edited by J.M. Martin, and “Marvelous Contrivances of the Heart,” which appeared in Fiction River: Recycled Pulp, edited by John Helfers. I am glad to send a copy of the latter two to any requester.

Please feel free to comment and include a link to your own eligibility post. In this coming week, I’ll also be posting a list of my favorites from 2015, but there are so many it may take a while, plus I’m still reading a few.

Peace out,

Cat

P.S. Here are some additional eligibility posts. I’ll add more as I get them. Please note that A.C. Wise has a great post here where she’s collecting these as well as book recommendation posts.

John Joseph Adams
Mike Allen
Robin Wayne Bailey
Nicolette Barischoff
Helena Bell
Brooke Bolander
A.C. Buchanan
Beth Cato
Nino Cipri
Gwendolyn Clare
Clarkesworld
Fred Coppersmith
A.M.Dellamonica
Seth Dickinson
Andy Dudak
Scott Edelman
FantasyLiterature.com
A.J. Fitzwater
Sam Fleming
T. Frohock
Nin Harris
Maria Dahvana Headley
Kate Heartfield
Jim C. Hines
M.C.A. Hogarth
Annalee Flower Horne
Alexis A. Hunter
José Pablo Iriarte
Heather Rose Jones
Jason Kimble
Mur Lafferty
Rose Lemberg
Natalie Luhrs
J.M. McDermott
Seanan McGuire
Kris Millering
Lia Swope Mitchell
Sunny Moraine
Silvia Moreno-Garcia
Linda Nagata
Mari Ness
Daniel José Older
Carrie Patel
Sunil Patel
Laura Pearlman
Andrea Phillips
Sarah Pinsker
Adam Rakunas
Jessica Reisman
Kelly Robson
Sean R. Robinson
Merc Rustad
SF Signal
Shimmer
Skiffy and Fanty podcast
David Steffen
Penny Stirling
Bogi Takacs
Shveta Thakrar
E. Catherine Tobler
Tor.com
Uncanny Magazine
Unlikely Story
Ursula Vernon
Marlee Jane Ward
M. Darusha Wehm
Martha Wells
Fran Wilde
A.C. Wise
Alyssa Wong
Isabel Yap
Caroline M. Yoachim

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Social Networking: How Much Is Not Enough?

Sculpture detail
Social networking - is it all just navel-gazing and blogging about blogging? Or are we actually building connections that will matter?
So one of my resolutions, post-Confusion, was to be better about social networking and spreading word of my projects. Towards that end I’ve been posting scraps of the WIP on a daily basis (and plan to do so until it’s done or someone buys it), doing more writing for the SFWA blog (just finished up a review, and I’ve got interviews scheduled with authors Myke Cole and Jason Heller) as well as a series I proposed on Thomas Burnett Swann for the Tor.com blog, and — in keeping with my belief that one of the best ways to promote yourself is to promote other people — trying to mention interesting stuff on various social networks.

So – it’s weird, but they all have such a different vibe for me that I find myself posting different stuff depending on what the network is, and this, I think, leads to a certain amount of inefficiency and wasted time, which since in theory I am a fiction writer more than I am a blogger is something I should curb.

I’ve pretty much abandoned Livejournal, and I don’t know whether that’s a good or bad thing. I should probably set up a widget to collect G+ posts or Twitter tweets on there. Google+ is great (and my favorite, truth be told), but not everyone is on there. I use it a LOT for class stuff.

Facebook is where almost all of my family members are (and where I get most of my baby pictures, between certain people named Corwin, Dresden, Leeloo, and Mason) and it’s also where I seem to talk about politics the most. Twitter and I have an on-again, off-again relationship, and I always feel like I’m missing parts of the conversation on it in the BLAST of stuff from the firehose of tweets constantly crawling up my page. And then there’s this blog as well.

One of the things hampering me in setting up a good system is a feeling that too much social interaction can be a bad thing — that people will unsubscribe if there’s too much, and it seems as though that varies from one network to another. I like Jay Lake’s Link Salad — and maybe one thing to do is collect the links and stuff posted on other networks to present here in a weekly entry. Is that something people who read this blog regularly — or sporadically — would find useful?

And should I be posting the same stuff on all the networks? I took a look at what I’d posted over the course of one day on FB, Twitter, and G+ and while some stuff got crossposted, there wasn’t a lot of overlap.

Part of the reason I’ve never cottoned to Twitter is that it feels like you’re shouting all the time. I like being able to like or + a comment to show I read and appreciated it without feeling like I have to say something. And conducting a conversation on the latter two feels like…a conversation, while Twitter feels like shouting across a room of people who aren’t particularly interested (or else are overly so) interested in the conversation.

What do you think – how much social networking is too much? Do you stick to a particular network or employ the same scattershot approach?

Enjoy this advice about social media for writers and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

Prefer to opt for weekly interaction, advice, opportunities to ask questions, and access to the Chez Rambo Discord community and critique group? Check out Cat’s Patreon. Or sample her writing here.

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