Five Ways
Subscribe to my newsletter and get a free story!
Share this:

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.

Leave a Reply

Your email address will not be published. Required fields are marked *

Get Fiction in Your Mailbox Each Month

Want access to a lively community of writers and readers, free writing classes, co-working sessions, special speakers, weekly writing games, random pictures and MORE for as little as $2? Check out Cat’s Patreon campaign.

Want to get some new fiction? Support my Patreon campaign.
Want to get some new fiction? Support my Patreon campaign.

 

"(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

You may also like...

Patreon Post: Aardvark Says Moo

photo of someone saying yeahAs part of recent updates at SFWA we recently revamped the Nebula Recommended Reading list to show up in alphabetical order. It’s a stopgap measure until the website gets re-designed, and to my mind has some of the same problems as presenting by order of number of recommendations. In musing that over, I mentioned to webmaster Jeremy Tolbert that I looked forward to the new school of aardvarkpunk we were inspiring. A half hour later this story appeared in my head.

This is a Patreon story, published thanks to the generous support of my patrons on there; they get access to the Chez Rambo Discord server, additional sponsor-only snippets and stories, plus sneak peeks at new drafts, discounts on Rambo Academy for Wayward Writer classes, and a chance to win my monthly giveaway. If you’d like to support indie publishing plus get stories, sign up to support me there!

Aardvark Says Moo

“Aardvark says moo,” says the clown, handing over the balloon animal.

My overly precocious kid squints her eyes. “No they don’t.” She folds her arms. No eight year old should be that definite about anything. Whatever happened to the idea of childish sense of wonder?

“I was being whimsical,” the clown explains. “Do you understand what that word means, little girl?”

Now he’s gone and done it. I could have warned him, but no one had consulted me since moment one of this interaction. The kid went up, the clown looked at her and started twisting a pink balloon around, and then he had to start being all whimsical.

“Whimsy,” my child says, “is playfully quaint or fanciful. A talking aardvark impersonating a cow is just dumb.”

At this point, a supernatural element enters my story. You may think it’d be something subtle, maybe the sort of knife edged was-it-real-or-not stratagem that Henry James could employ, but the fact of the matter was that it was a Valkyrie, walking up to look us over.

Maybe a woman dressed like a Valkyrie, you’re thinking. A costume party might have occurred to you, maybe, which means you’re going off on a total tangent, so lemme say this. Kid’s birthday party. Bouncy castle, hot dogs, cake. The only costume was the clown’s, and it wasn’t a particularly inspired one.

The Valkyrie moreover is real. Realer than real. Like a black hole of realness that made everything around her look like faded plastic. Her armor is made of golden scales. She smells like ozone and honey and looks like an angry supermodel with no makeup. She says, “Kyle Holiday, I have foretold that you die in the line of duty tonight but I will take you to Valhalla.”

“I’m pretty sure there’s been some mistake,” the clown says. “That’s my name, but I’m not going to die.”

“No one thinks they’re going to die,” the Valkyrie says significantly.

“Hang on,” my kid says. “This is my best friend’s birthday party and no one should die at it. She’s delicate. She’ll be traumatized for years. Take it elsewhere. What’s he supposed to die of, anyway?”

The Valkyrie listens to the air for a moment. “Peanut allergy.”

“I’m allergic to peanuts,” clown Kyle says cautiously, “but that’s why I don’t eat anything at these gigs.”

The Valkyrie shrugs.

“No, I mean it,” my kid says. “No one’s dying.” She grabs a napkin from the table and holds it out to the clown. “Maybe you breathe in some peanut particles. Tie this over your nose and face. Then get out. Better a flaky clown than a dead one.”

The Valkyrie says, “Who are you, to interfere with a hero’s death?”

“One, my name is Anna Louise Mayhew,” my kid says, her chin pointed at the Valkyrie, “and two, he’s at a kid’s birthday party.”

This Valkyrie listens to the air some more. This time it takes longer, and she gets a funny look on her face halfway through.

“Well,” she says, when she finally returns her attention to us, “he dies while working. There’s not that many clearly defined hero’s deaths around any more, but he faces down countless children.”

“And delights them,” she adds as an afterthought. She reaches out and tweaks the napkin off the clown’s face. “You don’t need that. You’ll like Valhalla.” She looks at my kid. “You’re Anna Louise Mayhew, huh?”

Something about the way she says it makes me step up and say, “Anna, why don’t you walk your friend to the gate?” I fold my arms, look the Valkyrie over. She’s about twice my size, could snap me like a twig, but she seems relaxed about it all. I say, “How do you know her name?”

“I take her, later on,” the Valkyrie said. “We always future-remember the important ones.”

I’m torn between pride and horror. “What? When?”

“Relax,” the Valkyrie says. She takes a piece of cake and it’s somehow reassuring, makes her seem a little less real and more like someone in a costume. “Not till long after you’re dead. They coax her out of retirement for it. She wins and saves humanity.”

I don’t really want to know anything more than that. I say, “So you’ll forgive her saving the clown?”

“It’s kinda pathetic, taking a clown to Valhalla,” she says. “Sometimes someone screws up the paperwork. This might be one of those times.”

Anna comes back and stands looking at the Valkyrie. I can’t tell if it’s fear or admiration or something else. I imagine her as a little old lady, facing down some unguessable enemy, that same solemn expression. The Valkyrie wanders off and vanishes into sparks that travel up into the sky. No one else seems to notice.

These sorts of things happen around my kid a lot, I’ve noticed. I say, “You were kinda hard on that clown about the moo thing.”

“Well, maybe,” she says. “I don’t like whimsy, though. Aardvark goes moo, how twee is that?”

I bet that Valkyrie’s looking forward to seeing her again.

...

Free Fritz Leiber

In prepping for the WFC panel, I found there’s a bunch of Fritz Leiber stuff available free on the Kindle. Here’s some links for fellow Kindlers.

The Big Time
Bread Overhead
The Creature From Cleveland Depths
The Moon is Green
The Night of the Long Knives
No Great Magic
What’s He Doing In There?

Not free, but still well worthwhile at 99 cents:
The Big Time

I’ll be springing for the rest, probably: Conjure Wife and Our Lady of Darkness and all the rest. If you’ve never read Leiber, I heartily recommend him, and every sword and sorcery fan should be familiar with his Fafhrd and the Grey Mouser books.

...

Skip to content