Thread: Alchemy
View Single Post
Old 04-16-08, 04:52 PM #8
Gulnyr
Project Team
Characters

Join Date: Jan 2005
Location: Georgia, USA
Posts: 1,570
Thanks: 168
Thanked 259 Times in 154 Posts
Default Re: Alchemy

Quote:
Originally Posted by lonnarin View Post
... since they'd both be competing over the same CNR areas.
How about gardens? Maybe alchemists can grow some of their own herbs and such, or buy them from farmers/gardeners. The same goes for smiths and ore (from miners), or bakers and flour (from millers), or tailors and leather (from tanners), or tanners and hides (from hunters or farmers). It may not be the case that everyone must go gather wild ingredients, or pay someone who did. I mean, why would there not be privately owned farms and mills and mines and tanners, y'know? And why would none of them sell to crafters?

I'm not saying there couldn't or shouldn't be wild ingredients, since I think that would add a lot, but that a more complete world with a better economy really needs the background reality of resource production that doesn't require a sword or spell. Non-adventuring crafters (and even adventuring crafters, if they want) should be able to get standard materials from a secure location (like a smith buying a ton of ore at the local iron mine). More unusual materials might only be available from adventurers who go off into wild areas or special contracts with a government that controls a source of whatever it is (like an adamantium mine, say).
__________________
Ø
Gulnyr is offline Reply With Quote
The Following User Says Thank You to Gulnyr For This Useful Post:
lonnarin (04-16-08)