((Written and posted at recorded time;))
@ Jupiter; As far i can remember the first time i can fully support one of your ideas.

Almost.
Do not show every single step in the menu. Instead show the different possibilities / classes of "FINISHED" deco / object in the FIRST CHOICE.
Your example is good, yet it kinda scared me, looking at all those brackets.
I think it would be much more fun for every player to explore the different possibilites by her / himself.
W = weapon, T = tool, S = shield, A = armour, D = dress;
NONE = free space, means the adjective / description will not appear. NONE will always lower the price of the individualisation;
Have fun!
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The 9 general categories (CHOICEs) used in this post are:
-FINISHED (above)
-SIZE
-SHAPE
-COLOUR
-STRUCTURE->SYMBOL or DEITY ->COUNT
-SOCKET -> STYLE
->SECOND CHOICE; Set the general SIZE of the object / deco ((will impact on price));
->THIRD CHOICE; Put the geometric SHAPE; ((NONE applies; CHOICEs continue normally. NONE-Example: "...big black etched three eyes"))
->FOURTH CHOICE; COLOUR can be chosen; ((NONE applies; CHOICEs continue normally. NONE-Example: "...small engraved rabbit"))
->FIFTH CHOICE; ADD STRUCTURE classes which represent the production / appearance of any symbol:
((NONE applies; If NONE is chosen, the CHOICE of SYMBOL and COUNT will not appear. Instead "symbol" is prompted. NONE-Example: "...tiny red triangular symbol".))
-smithed
-finesmithed
-engraved
-driven
-cut
-etched
-carved
...((The following are only adjectives to add a little more information and flavour, they do not alterate the price of the individualisation. I have not counted them as individual category. You might do so. EXAMPLE: ))
-scratched
-corroded
-rusty
-shattered
-smeared
-blood encrusted
.....
...
..
-> ADD a difference between pre-set SYMBOL possibilities or DEITY ((No examples for DEITY-symbols in this post.))
->SIXTH CHOICE: ADD preset "SYMBOLs", prefferably split up in different groups again, like:
((NONE applies; If NONE is chosen, the CHOICE of COUNT will not appear.))
BODY; -eye, -lips, -hand, -skull, -crossed bones, -skelleton hand...
SIGN;-circle, -cross, -square...
ELEMENT;-flame, -wave, -wind, -mountain, -crystal...
ANIMAL: Yes, all ;)
....
...
..
.
->SEVENTH CHOICE: ADD a COUNTer for the number of symbols shown (the symbol set in the step before):
-one ((Any number higher then "one" will heavyly influence the price of the deco / object upward))
-two
-three
-four
-several ((Any number higher then "several" could only be implied by GM-help. Fixed prices should be set.))
->CHOICE No. 8: ADD gem SOCKETing spaces. ((->Biiig bliiing-bling needed here))
((The current socketing of magical gems is OK. Here i mean socketing spaces for regular jewels.
Also ADD the possibility to specify the STYLE of a socket in the CHOICE No. 9.))
Examples could be: ((SOCKET and behind it, STYLE))
((NONE applies both to SOCKET and to STYLE;))
-ringed (-light, -heavy)
-clawed (-simple, -complex)
-squared (-light, -heavy)
-fanged (-plain, -symmetric, -cruelly)
-bracketed (-light, -heavy, simple, -complex)
-multiple (-double, -triple, -quadruple, -several) ((Again, as above, any EMPTY socketing slot with the marker "several" could be expanded to any number with GM-help.
Fixed prices and rules should be set.
Here my thoughts that i have specified as not-helpfull-to-the-main-topic;
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Beside that, i`d like to suggest different "angles of view" for any look-at command separated by distance (only examples, metric):
-far = Any char within spotting distance (15m+) will be able to perceive the general size, structure and kind of any object worn or carried by another char;
-vicinity = Any char within a specific distance (8-15m) will be able to perceive size, structure, shape, materia and kind of any object;
-close = Any char within a specific distance (5-8m) will be able to perceive size, structure, shape, materia, kind, symbols of any object;
-at hand = Only the char carrying the object or a char standing closer then 3m (if object on the floor) will perceive the full information about any object;
Furthermore the size of a decoration could matter here.
Second, i want to suggest ADD "item modules" as "FINISHED" item possibilities / classes;
((If you do not introduce "item modules" in the first step, think about setting up / layout at least the foundations / engine-links for such a system!))
->knob (W / T) Any staff could be fitted with two different knobs,
->handle (W / T / S) additionally any staff could be fitted with two handles (of the same kind, if different knobs where chosen);
->long handle (2-handed W / big T)
->blade (some W / some T) Any blade can receive either / and an individual STRUCTURE and COLOUR + a SYMBOL with an idividual STRUCTURE and COLOUR.
->head (some W / some T) ((Concussion W and T)) Any head can receive either / and an individual STRUCTURE and COLOUR + a SYMBOL with an individual STRUCTURE and COLOUR.
->tip (Arrows and Bolts) Tips can only receive: SHAPE, COLOUR, STRUCTURE, SYMBOL; ((A whole stack is individualised at once, for example: 20))
->boss (S / A) Any shield can have only one boss. Any Armour can have up to two different bosses.
((Following limitations to numbers may be alerated by GM-help.))
->plating (S / A / D) Any shield can have up to two different platings. Any Armour can have up to four different platings.
->tassel (W / T / A / D) Any weapon can have only one tassel. Any armour can have up to two different tassels. Any dress can have up to four different tassels.
Enough for now!?