Chapter 10: Production

When using Production Skills, you are essentially using in-play ingredients and components to make in-play items and goods. For each item that you produce in this manner, you will receive an Item Tag. All Tagged Items may be Appraised to determine their Fair Market Value (FMV) at any given time in the presence of a Marshal. In order to sell an item in game, you must have a Tagged Item to sell, which includes both the Item Tag and a Physical Representation (Phys-Rep) for said item. If you are selling an item to another PC, you may give them the phys-rep for the item, or they may find their own phys-rep, however they may not use the item in-play until they have designated a phys-rep for it.

For purchasing into each level in a particular Production Skill, you will learn one recipe from that level to add to your Recipe Book. Additional recipes may be learned from other PCs and NPCs in play that know the recipe, found in play, researched, at a rate of Once per Day.  You may also seek out a Guild member during a downtime session (IBGA) to do so, but success is not guaranteed.  You cannot learn new recipes above your skill level in this manner.

For each level you have in a particular Production Skill, you get 1 Point Per Day (PPD). This determines the quantity and/or quality of item(s) that you may produce in a single Production Period for that particular Skill. Certain Advantages can be taken at Character Creation to enhance your Total Skill Level (TSL) for different production skills, and therefore increase your PPD.

Each downtime session (IBGA) yields one Production Period, as well as each day at an event (resets at Sundown).

For each item you make you will need the PPD + the silver cost. Acquiring the material component in game for the recipe can be used to replace the silver cost for that item. Please note, some items might require the material component, in addition to its silver cost, in order to create.

Example

Short Sword
PPD Cost: 1
Silver Cost: 2
Material Component: Iron

If you are a Level 3 Weaponsmith, you have 3 PPD to use. With 6 Silver in your pocket or 3 Iron, you are capable of making 3 Short Swords during your Production Period.

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During a given event, you get 1 Production Period per 24 hour period, which may be accessed any time between the hours of 6pm and 5:59pm the following day. Ie: from Check-In on Friday evening to 5:59pm on Saturday, you may find a member of Staff in order to spend that day's Production Points. Then, you may find that same Staff member again on Saturday any time after 6pm until game off on Sunday morning to use your second day's Production Points. In the event of a 1-day or 2-day overnight event, you will get 1 Production Period. In the event of a 4-day you will get 3 Production Periods.

There will not be a Production Period for convention events.

If you already know what you intend to do with your entire event's Production Points, you may save time and spend both days' Production Points at once during check-in on Friday evening, rather than seeking out a Staff member to use part 2 on Saturday. This saves us time, and saves you time, but it may not always be possible if you do not come into an event with all of your necessary components. Many times you may wish to save those Production Points and spend them all at the last minute once you see what new goodies you might find during the first half of the event. Once 6pm Saturday rolls around, however, any unspent Production Points from the day before are forfeited as unused. Ie: you can bust your tail and overproduce, then spend the next day "resting", but you cannot go back in time to make up for lost or missed opportunities. You must begin your Production before 6pm, but if you are in the middle of getting your tags when 6pm hits you may continue your Production as normal, and will not forfeit your Production Points. Be careful, however, as the Production Staff member may not always be available or accessible in-play, depending on that event's schedule. We will always try to be fair to our players, so even if you cannot find the in-play Merchant (designated Staff member) you can always go up to Monster Town in order to do your Production if necessary.

Recipe Books

All recipes for crafting will have a recipe book associated with them.   When you learn a new skill level, a new Recipe Book page will be given to you.  All known recipes will be signed off on by a Plot member.  New recipes can also be found via tags.  If you create a new recipe in your IBGAs successfully, bring your completed IBGA to Production, where a Plot member will write it into your recipe book and sign off on it.

The phys-rep requirement is just a journal or any other type of log to store the characters recipes. This book may be used at events for other players with appropriate skill and material requirements without having learned the recipe.  Players can also learn recipes from another player's recipe book, Once Per Event or IBGA.

In Between Game Actions and Production

You may use your IBGA's to do Production if you wish. For each IBGA that you dedicate to Production you will get one normal Production Period for the designated skill. Any Production Points gained in this manner will stack, however your level in the Skill does not. Ie: you are still limited to what you could normally make at your given level. You may never craft items that are above your current level in the Skill. For example, a level 2 Weaponsmith would gain 2 Production Points x 3 sessions = 6 PPD. Normally, you could make 1 medium weapon or 2 small weapons in a single regular Production Period. Now, with 6 PPD in your pool, you can make 3 medium weapons, or 2 medium weapons and 2 small weapons, or 1 medium weapon and 4 small weapons, or 6 small weapons. Despite having enough PPD to make a large weapon, you still cannot do so as you do not have the appropriate level of 3 in the Skill. The benefit of this is that by pooling your resources, you can combine your "odd" points into a third medium weapon in lieu of just the normal haul of 2 small weapons made from your remaining materials.

You may dedicate all 3 of your IBGA's to the same Production Skill to gain 3 Production Periods between events, but if you do so, you may not use any other Skills for your IBGA's for that down period. You are literally spending your entire time between events producing sellable (tagged) items with that one single Skill.

You may also purchase up to 5 extra PPD using Kickits after an event, to be used during your IBGAs at the cost of 2 Kickits per PPD.

Item Tags

For each Craft Item that you produce, you will receive an Item Tag with the Item Name, Production Level, Production Cost, Rarity, Expiration or Maintenance Date (if applicable), and the item's Usage Limitations (ie: Times Per Day, 5 Uses, etc). Craft Items may be Appraised to determine their approximate or actual value, depending on the time that a given Merchant spends in analyzing the piece. These items are always tagged with their specific details listed. The Item Tag should be affixed to the item's phys-rep whenever possible. If the item is worn or carried, you may keep the Item Tag in your pouch if you cannot safely affix it to the item. If it is a delicate piece that may be damaged by sticky residue, you may place the Item Tag inside if possible, or underneath the item if it sits upon a table or shelf. If an item in-play does not have an Item Tag it is considered to be not worth selling or stealing.

Tags with limited uses must be punched or torn, as indicated, to keep track of the uses remaining. For some multiple use items (like Light Solutions) the Batch may be separated into multiple vials if you wish to use multiple doses at one time. For each division, simply tear off the tag and hand out the pieces along with an appropriate phys-rep. Ie: if you divide up a Light Solution into 5 smaller solutions, you would hand out the 5 pieces of the tag with 5 glow sticks to each of your friends. Once they burn out, the smaller vials may not be shaken to recharge them as the larger full vial could. Multiple use items that have this option will be indicated under the recipe's description in that particular Skill's chart and will be marked accordingly for tearing or punching. Keep in mind that these "dividable" items are few and far between.

Limited Market Items are things like maps, books, or artwork, whose value can be greatly varied, depending on how badly someone needs or wants a particular item in a particular market. For this reason, most Limited Market Items will have Fair Market Value (FMV) on their tag in lieu of a traditional Production Cost and will be notated on the Item Tag.

Because these items do not have a specific value, they may be bought or sold for any price, and they generally do not take specific production components to make them, merely time and money for basic supplies. They may be foraged from the surrounding area, grown and harvested, or made from everyday readily available items, such as clay or paper. Some of these items may have special abilities, some may not. Any such abilities will be notated on the Item Tag.

It should be noted, however, that some of these Limited Market Items may not require an Item Tag at all. Examples of Limited Market Items that do not require a specific Item Tag are ore, gems, wood, common crops (corn, wheat, sugar cane, etc), common animal skins (rabbit, deer, etc), and so on. You may request an item tag for any such items if you wish, but generally they are either common enough to gather as needed (like wood, paper, or clay) or are given out as loot from random wandering monsters (like ore and gems). Sometimes gaining a Limited Market Item is a matter of perseverance, such as using the Naturalist Skill to actually mine for ore or gems, or the Botany Skill to grow specific designated crops. In such cases, as specified in those Skills' write-ups, you will be required to use an IBGA to produce said materials. Any items produced during IBGA's will be given out during check-in as either loot or as an Item Tag, depending on the nature of the material(s) or item(s) sought.

Phys Reps

For some very distinctive or high level items, your choice of a phys-rep may require Plot approval (like Heirloom Items), or a designated phys-rep may be given out by Plot as said unique item. In those cases, that unique phys-rep must always follow its own item tag, as they represent very personal or special rare items or Artifacts. For basic items, you may use whatever phys-rep you like, however, if you are making said items with your Production Points, you should always have a phys-rep on hand in advance if you intend to use the item in-play immediately. For large items, like armor, shields, weapons, etc, you may place the item tags in an in-play area, such as beneath your bunk, to represent a pile of weapons, etc. You do not need phys-reps for those individual bulky items unless you intend to use them in-play, but having at least a few of them phys-repped is highly recommended. An example of this would be a Weaponsmith that keeps 3 extra longswords on hand in his cabin just in case somebody's sword breaks. He can then sell them or loan them a "new" sword. That party will have to switch to a generic phys-rep if their broken sword is very distinctive, but they will be able to continue the event with a valid item card until such time as their own personal weapon can be Repaired in-play. For this reason, if you intend to sell or loan out "extra" items you should always keep at least a few generic phys-reps on hand, as Monster Town does NOT loan out weapons or items.

For this reason, if you have multiple generic items, like 3 short swords, 2 daggers, and 4 thrown weapons, you should try to have at least 1 phys-rep of each type to attach the tags to. That way people can easily see that there is a stack of weapons under your bed or what have you. Keep in mind, if you are cabin raided by bandits, it is much easier for a fleeing bandit to conceal or run with a stack of item tags than an armful of phys-reps. Thus, it benefits you to have phys-reps for every tagged item in your possession, as well as upholding suspension of disbelief for the game as a whole, though we realize that sometimes that is simply not practical for out of play reasons, such as space or monetary constraints.

Smaller items, like in-play jewelry, crafter's tools, journals, etc should always have a phys-rep with the tag attached whenever possible. If you cannot attach the tag without it being visible or damaging your phys-rep, you may carry the item tag in your pocket or pouch, but if the item is destroyed or stolen in-play, the phys-rep must remain with the tag when it changes hands or when you collect the pieces for Repair. Any time that it is possible to safely attach an Item Tag to its specific phys-rep you should immediately do so. The reason for this is that only Tagged Items may be bought, sold, traded, or stolen in-play. Anything without a tag, such as random personal clothing, jewelry, etc, is considered to have no in-play monetary value, as it is either substandard quality, or so common that anyone could obtain one for less than a copper piece.

Placing a value on every item a person carries simply is not practical in a game setting, so we designate in-play value to nicer quality items. If you wish for items such as specific clothing, pouches, jewelry, etc to be tagged items (and thus stealable or sellable in-play) that is fine, but if they are not produced in-play with Production Points they will take 1 copper apiece out of your starting gold amount or that event's Guild Stipend, and you will be given a tag for a substandard quality item, which will automatically default to an Appraised value of 1 copper piece. If you have a special item that you are dying to use as a phys-rep you can always pay another character or an in-play Craftsman NPC to make it for you and get you the appropriate higher level item tag. Of course, that also means that you must shell out the coins and material components in-play in order for the Craftsman to make the item as more than just a common low level piece.

If you lose your phys-rep out of play, for example it breaks or is stolen between games, we will allow you to obtain or create a new phys-rep, but the new item must be as close to the original in appearance and size as possible, and must be approved by Plot if it is not identical to the old one. This is not as crucial for standard items, like a random necklace with no special properties, however it is absolutely essentially for high level, unique, or valuable items. In some cases, such as Plot-specific Artifacts, if the phys-rep is lost or broken, even out of play, the item may not be replaceable, so take good care of anything that Plot might throw your way, or anything that Appraises for a high value in-play.

If you lose an item tag for a valuable item but you still have the phys-rep, you may get a new tag for the item, at Plot's approval in a case by case basis. Plot will designate the new tag as a "Replacement Tag" which means that if the original tag should ever be found, you must bring both tags to Plot for recording and destruction of the duplicate tag.

Because of the "Replacement Tag" policy, please be aware that all phys-reps that are stolen or sold in-play must be turned over at the time of the theft or sale to the person taking the tag. Any personal out of play items that you want back will be placed in a separate, labeled bin in Monster Town, and you may pick up your items out of play after the game. If your items are stolen, Plot may send them back out in-play later on so that you can retrieve them, or make you Quest to get them back, so we will need access to the items for the remainder of the event. If for any reason the items are not recoverable at that event, Plot reserves the right to discuss the matter with you as needed. Either we can keep the item for a future event or we can contact you to bring the item back at a certain event where you may turn it over to Plot for the weekend at check-in, whichever you prefer. We understand that many props of a personal nature are used outside of game and that you may not wish them to be out of your sight for long. If a particular stolen item is very costly or fragile (like a drum, or a glass pendant) you may request for us to make alternate plans for your item as you feel is necessary. We will do our best to accommodate any such needs.