Trades

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Trades

Postby Azai » Wed May 30, 2012 7:31 pm

I was wondering if anyone ever made this a skill? I know there is a quality that allows you to gain a trade to make some money, but it seems it is tied to the Cunning skill.

Now being that my party likes to do the whole smallfolk deal more often then naught, trade skills such as Carpentry, Fishing, Baking, Cooking, Masonry, etc take more of an importance. So I was wondering if anyone ever made a "Trade" skill, or decided to add Trade skills as specializations into already existing skills.
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Re: Trades

Postby Lord Ben » Wed May 30, 2012 7:44 pm

I've just used cunning. I have a PC with a wife NPC and assigned her 5 as a secondary character into cunning to show she's a good cook.

It's not ideal really but it's better than inventing a bunch of new skills.

I've always viewed the Trade as what makes cunning into allowing you to know how to build a house or a sword, etc.
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Re: Trades

Postby Tao Jones » Wed May 30, 2012 8:25 pm

I'd allow players to come up with new specialties if they wanted to invest in that, seems like a no-brainer to me.

Funny enough, ever since I saw it I've wanted to choose a trade that is a bit more abstract, like, say, "merchant". Trade actually seems like a legit way for a merchant character to get very, very rich, especially if they have the Wealthy benefit to give them starting capital that renews each month, with Evaluation sprinkled on for taste. Since the benefit doesn't specify it has to be something you make with your hands (it merely provides rules for trades that qualify as such), I think it would be a cool concept.
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Re: Trades

Postby Azai » Sat Jun 02, 2012 1:32 pm

Just thought I'd throw up my "trades" that I put into my game. All are specialties. Also the Knowledge ones are just from within the game.
(T)=Need to take the Trade quality to get it.
(F)=The Education one
(A)=Artist one

Cunning:
(T)Argriculture
(T)Carpentry
(T)Cooking
(T)Glassblowing
(T)Masonary
(T)Merchantile
(T) Sailing
(T)Shipwright
(T)Smithery

Knowledge:
(F) Alchemy
(F) Archiecture
(F) Astronomy
(F) Geography
(F) Heraldry
(F) History
(F) Legends
(F) Magic
(F) Nature
(F) Religion
(F) Underworld

Persuasion
(A)Carving
(A)Composition
(A)Dance
(A)Theatre
(A)Music
(A)Painting
(A)Poetry
(A)Sculpture
(A)Singing
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Re: Trades

Postby shadowninja » Sun Jun 03, 2012 4:12 am

Thanks for this list!

In my games I use the benefit system to represent any Artificer or Artist skill, because it's rare have skilled professionals. Reading the second book (Clash of Kings) Gendry is not killed to be a apprentice smith.

After the character buys the Trade or Artisan benefit, and select your area of knowledge, he can buy a specialization related to your Trade/Artisan. The rolls can be based in other Abilities, Smith can, sometimes, be based in Athletics.

Only one note: in Artisan, I recommend fuse thia areas: Composition, Music, Singing. All are much closed to be a separated areas.
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Re: Trades

Postby Azai » Sun Jun 03, 2012 6:03 am

You are correct, the only reason I separated them is because I didn't want someone who was a singer to automatically be able to play an instrument, nor being able to craft amazing ballads. And vice versa. For example they'd have to either join with another bard that had those skills, invest their benefits into it more, or just sing songs that other people have created themselves.

My fiancee is playing the bard character, so I am going to see how she likes it. So far she likes the idea of being a specialized character.

Also when someone takes the Trade, Artisan, or the Education equivalent benefit I automatically pick a their specialty for free and it starts at 1B.

And if someone does not have the specialty and yet tries to use that skill, I usually make the challenge significant. Or just completely rule out the ability to make money from it.
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