Post by Justinian on Apr 27, 2017 18:49:56 GMT
GREAT ALLIANCE CRAFTSMANS GUILD
The Craftsmans (Tradesman/person) has been developed to help players expand their immersive Role Play experience by offering up in-character role play opportunity to undertake training and become a tradesman / craftsman in the Great Alliance. It is lead by the Grand Master who is responsible for control of the Writs and for chairing gatherings of the Masters Board. The Grand Master of the Guild holds no rank outside of crafting guild matters and is not awarded any meter stats, settings, abilities or powers outside of normal class / race distinction.
The Guild is set up using the familiar structure of a Class Guild that most players will already be familiar with but rather then formalized structured lessons by one or two "Guild trainers" the craftsmans guild is designed to mirror real life trades training.
All crafting / trades no matter what it is; blacksmith, carpenter, shipwright, hunter, merchant, writer, lawyer (barrister), trader, tailor, linguist, etc belong to this guild.
For simplicity and familiarity for players all trades are broken down into the following 4 ranks (ranks can use name Craftsman/woman/person Tradesman/woman/person interchangeably)
- Master Craftsman
- Artisan Craftsman
- Journeyman Craftsman
- Apprentice Craftsman
The masters of their profession. Much research and physical practice has gone into their work and they know all the secrets of their profession and how to work with the rarest, most difficult to work materials. Are able to work all lesser materials and with the aid of enchanters work enchanted materials. An item created by this professional is on the highest standard and of incalculable worth.
*Master Craftsmen can train all levels of crafting in their profession All MC are by default part of the Masters Board, a circle of MC of all trades that help govern and develop the guild and trades training within the Realms of the Great Alliance*
Craftsmen who have gone beyond the normal limits of the profession and turned their work into an art form. Using rare materials, they create heirlooms and works of art that are treasured by dynastic monarchs and commoners alike. These artists are able to work all mundane and Rare materials. and may train Apprentice, journeyman and Artisan craftspeople
The working professional of his/her specific trade. Each Journeyman is in possession of a Writ issued by the Guild certifying them for all time as a tested professional of quality work standards. Journeyman Are able to work all Mundane materials with a high degree of skill. Journeyman Craftsmen may have an apprentice and may train others to become Journeyman*
Students of a craft that are able to learn and use mundane materials and tools in the crafting of their work. Must belong to guild and have an instructor.
Unlike Class Guilds, training is done on a individual 1 on 1 basis. If someone wants to be a tradesman they need only contact a Journeyman and contract with them to enter service as an apprentice. if they cant find one, they can contact the guild and the guild can arrange training for them with an instructor.
What is different is rather then once centralized teaching venue and set of teachers, each craftsman in possession of a writ can teach an apprentice to their level. This promotes RP, helps people learn to lead others and stimulates the tradesman storylines within the Alliance member realms.
The advantage is that no one or select group of people get stuck running a guild forever. its truly a team effort.
As in RL no two teachers will teach a student the same way. Even subject material may vary between teachers depending on interpretation. It is up to the apprentice and the instructor to determine how much detail, effort and time is spent on RP learning the trade. Training should follow the following rough steps. (but not limited to)
- RP (w/t instructor) - basics of the trade (ie. this is a rolling pin or this is a hammer)
- RP (w/t instructor) - crafting something basic (i.e. make a small knife, make mashed squash, make a rough linen shirt etc)
- SOLO RP - Research assignment in the library to learn theory (with DM change to roll on finding the magic book)
- RP (solo or w/t instructor) - Crafting something more difficult at the same level (make a Horse harness, a simple but elegant dress, bake a challenging type of pie)
- RP (SOLO) - Crafting the "Test Piece"
- Instructor puts all NC/records of training on a NC and sends them to Guild.
- Masters Board enters record of training in the library and announces achievement to GA
- Guild Grand Master sends a level Writ to the apprentice.
****REALISTIC ROLE PLAY****
It is up to the instructor and student to ensure that they approach the training with some seriousness and realism. If you are going to Role Play as a Baker or a Blacksmith or Gem Cutter then you had best know how to cook a roast, anneal steal and temper it, and what type of gems can be cut into what types of shapes and how its done. Google is your friend for this. a bit or research will make your RP believable. Anyone who is not RPing with a bit of believability or is "Godmodding" (i.e. churning out mithral arrow heads when you are journeyman) will be struck from the roll of tradesman and their Writ revoked.
Realism in Race limitations should also apply. Race will limit some players in what trades or skills can be learned. I.E.: There are no Fae Blacksmiths or Lycanthrope Silver Smiths. Fae cannot touch Iron or be around iron and Lycanthropes cannot be around Silver. There are work arounds such as Fae being metal smiths without the iron training and using copper tools and copper anvil etc.
Lycanthropes could be Gold smiths as apposed to Silversmiths. These limits would have to be worked around by the instructor and apprentice.
Power Gamers make lousy tradesman so instructors should be wary of players who want to be able to do things like be a Smith/Tailor/Armourer/Lion Tamer that specializes in Wrestling dragons and crafting chainmail bikinis out of gold fleece
It is the responsibility of ALL Guild members to monitor for such behaviour as it detracts from the believability and fun of all players.
THE DIE ROLL / RESEARCHING IN THE LIBRAIRY
No matter what trade you do there is always book learning to be had. Only so much can be remembered by the instructor and there is a responsibility for the student to pursue further knowledge. this is why we study in RL. RPing in the library enables the players to RP doing that "home work" to gain the knowledge on how to make that difficult crepe or overcome that challenge on making the perfect meringue. A trip to the library permits the player to obtain that knowledge without "metagaming" or "godmodding". there is a chance the player can hit the jackpot and find that magic book of knowledge that hides in the Game Master's shelves. A DM will be able to roll for a percentage each level you reach for a chance at finding it. If you find it, you have magically gained all the knowledge of that particular level of crafting (not all the knowledge in the profession) and are now able in theory to create your Test piece.
The problem with books is that just because you know something...does not mean you know how to put in practice. This is where the player can have fun with experimenting and failing in humorous ways. Remember, its not a race. have fun with it.
To go beyond Journeyman, the pattern of training is repeated for the next level and then the next until a player is a Master Craftsperson.
Understand that this should take some time, not just a week of rp and BAM you are a god at being a cook. the whole purpose is to proved a Role Play Journey for you to undertake, adding to the life's story of your character.
All professions in the GA will have access to materials approved by the Game Master. These materials are obtained through the various traders, crafters, suppliers, black markets in the GA. For teaching purposes, materials can be "conveniently on hand" however for role play outside of teaching, materials must be sourced through RP with others. These materials are broken down into 4 categories and are useable only by specific ranked craftsmen.
- Artifact Material - These are materials that are combinations of Mythic and enchanted materials often created by high level mages, clerics or phenomenon. these are often delicate and easily destroyed. These materials are such that people would kill entire communities to obtain. Only workable by a Master Craftsman.
- Mythic Material - These are the mythical and fantasy materials of legend. they often take special and/or magical techniques or tools to manipulate and work. exceedingly rare and extremely valuable. Only workable by a Master Craftsman.
- Rare Material - rare and precious materials such as gold, platinum, ingredients and spices from far off lands not easily obtained and not often heard about, hard to find and harder to obtain materials such as fabrics made from gossamer thread spun by the fabled Ice Worms of the Fered'anai forests in the southern hemisphere etc etc. Only workable by a Artisan Craftsman or higher
- Mundane Material - Iron, wool, brass, grain, normal leather hides, furs, spices and meats, wood from local sources etc. Workable by Journeyman and Apprentices.
Materials will be assigned a category by the Game Master or the Guild
If you have already been RPing as a tradesman over the past few years you are already grandfathered as a Master Craftsman. Contact me In world and I can set you up. in the guild.
Examples of some trades that would be permissible in the GA. This list is not all inclusive
- Metal Smith (Non Iron Based)
- Jewellery Maker (Rare Metal Smith)
- Leather Worker