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Thread: Mice and Mystics:: General:: Crafting additions to gameplay - room for growth

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by throwing8smokes

Hey y'all,

This is in continuation of my "Room for Growth" series on M&M.

Crafting
This is such a widespread phenomenon in the gaming world today, and it makes sense why. Humans are creative creatures, and we love working hard for something, thinking of an idea, and building it into fruition. I speak a little about this idea tangentially in this:https://boardgamegeek.com/thread/1851295/legendary-items-mm-... post; however I want to discuss it more specifically here.

Crafting is almost a give-in in rpg-like games today. It is a reasonable assumption, or maybe a yearning by many players that an rpg game have some sort of crafting. Meaning, Player A can turn X good of something in Y good that is more valuable or worthwhile (depending on the situation).
For example, in M&M, Player A could find 3 grape items and use them to craft a grape cannon. This is generally more fun as an ADDED bonus. Meaning, a grape item is inherently enjoyable to use on its own. If you have 2-3 of them it gets less enjoyable, the utility depreciates due to simple micro-economic theory. However, when you can turn 3 grapes into a powerful item, all of a sudden 3 grapes turn from a "aww man, bummer I got 3 grapes," to "WOW! I took my 3 grapes that I've been collecting and transformed them into this awesome item (jelly)!". This is fun, and creates meaningful memories/in-game moments.

This component could act like DK64 where players have specific plans for items they must first A) acquire, then B) complete. Or you could design it in the sense that each player first has to choose an item plan (buy it in the shop) then work towards it.
OR it could be like Legend of Zelda where shops just have general items to be crafted, and a player could trade the items necessary to the store to craft (buy, essentially) the item.
OR like in Massive Darkness, players could have the inherent ability to transmute certain items into better ones.

Actually, "Craft item" in DWT could be a could precedent for something like this where a craftable item would be an 'ability' or another card you keep (meaning the card that has the recipe for the item is a specific card that players keep in their inventory), however all characters should have access to crafting.

I was going to include more ideas in this article, however it is fairly lengthy so I will just end it here.

Thanks for reading, and let me know what you think!

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