This isn't just crafting - this is advanced crafting.
Advanced Crafting is Crafting, but more involved and generally on a larger scale. The major distinctions between Crafting and Advanced Crafting are:
- Advanced Crafting is generally done in order to produce larger and more complex items than regular Crafting. Items produced in Advanced Crafting are almost never used by one particular character, instead contributing to the site and character/player base as a whole.
- Advanced Crafting in general takes place over a longer period of time in-character. An Advanced Crafting project may take place over several weeks or months, rather than over a week or two.
- Advanced Crafting is usually collaborative. Very few Advanced Crafting are for one particular character, and they essentially always require input from multiple player characters.
- Advanced Crafting usually does not cost XP from individual characters. Since most items are for the community, they are not paid for by the XP of particular characters.
- Advanced Crafting usually involves a larger amount of resource collection and in-depth RPing. Players might have to collect a great deal of raw materials, and go through an even great deal of effort, in order to complete an Advanced Crafting project.
Advanced Crafting projects are managed by the GM team as a whole, rather than one particular GM. In effect this means that projects must be approved by the GM team as a whole, rather than by one particular GM. Projects might be managed by a particular GM, or even a Contributor, though.
If you have an Advanced Crafting project in mind, discuss it with other players and bring it to the GM team. These aren't the sort of things to be arranged with one particular player - they involve the playerbase as a whole.
The planning phase of Advanced Crafting is that is which it is decided what will be made and how they will be done. Usually this will consist of players OOC discussing something they wish to create, bringing that to the GM team, and then everyone working together to figure out how it will be done. IC this usually consists of the Player Characters becoming inspired to create some particular thing, or observing a need for something, or just generally getting an idea of what they will be doing.
Once it has been decided what has been made, a draft will be created which will be posted to the site. This draft will describe the thing being created, the players and characters involved, what they need to do in order to create the thing, and what benefits will be derived from this process.
Resource collection is the phase of the crafting process in which PCs go about the world of Origins in order to collect the materials, tools, funds, and whatever else they need to create the desired product. While in real life crafting and resource gathering often occur at the same time, in Origins there is a sharp divide between the two.
When the draft for the product being created is first made, the GM team will com up with a list of materials needed to create the item, as well as ways in which these materials need to be processed. Some of these items will be common, and can be gathered from around the game world during Soft-RP. Some, depending on what is being made, may be harder to find and will require participation in runs and events in order to obtain.
Items can be gathered at various locations around the game world, and are broken into a number of categories based upon the type of activity involved in their collection. Items required for an Advanced Crafting project will be listed byt he GM Team on the project page, and any player signed up to contribute to that project can contribute to the communal store of project items.
In order to collect items, the player have their character go to whichever location that collection task is possible. Once there, they should roll a 1d8 and add to that the base stat associated with the process, as well as any modifiers. They may then select from the table for that process a number of items based on their final score, with the total summed cost of the items being less or equal to their roll. Each character may perform a collection process (rolling 1d8) up to three times per day. Players are expected to RP out the process to some degree, which should be done after the products being obtained is determined.
The types of collection processes, as well as their location and rewards, are detailed below.
Mining is the process of extracting minerals and other useful products from the earth. Mining is performed in the mines below the site, and uses tools checked out from the desk near the mine elevator, in the loading-bay basement. Mining uses strength to remove and sift through large quantities of rock, or perception to spot out only the highest quality minerals.
Hunting is the process of going into the wilderness and acquiring animal products. Usually these consist of their pelts or similar, things that aren't necessarily directly useful, but have some useful properties. Characters can go hunting in most parts of the mountain range that surrounds the site - it's all Foundation-owned land. Hunting is performed using ranged for accurate shots from a distance, or sneak for slowly stalking prey.
Diving is the process of going into the ocean to find materials which can only be obtained there. Most materials obtained through diving are natural products which aren't generally collected. Diving can be done off of and around the wrecked destroyer, which can be reached via boat from the docks at the beach. Diving can be free or assisted, depending on what suits the character and what training they have. Diving uses agility, as a measure of one's ability to move around in the water, or pdef, as a measure of how long one is able to stay under.
Salvaging is the process of stripping old and decrepit machines for their parts. It involves a lot of sawing and hammer, as well as a good bit of smarts. Salvaging can be done at the abandoned rail yard, which can be accessed by following (or riding) the rail line from the site station. Salvaging uses engineering or science, both as a measure of one's ability to identify useful materials and components.
Forestry is the process of going out into the wilderness and seeing what one can find. Usually this involves a lot of axing things. Forestry, like hunting, can be performed anywhere on the mountain range near the site, or just that general area. Forestry uses survival for the identification of natural products, or melee for one's effectiveness in swinging an ax.
Trading is the process of going out into the world and bartering for good. This is performed in any of the cities or towns near the site, or just over the telephone. Trading uses persuasion as a measure of one's ability to strike a deal, or mdef as a measure of one's ability to avoid being ripped off.
Items which can only be acquired during Hard-RP will be listed separately from the gatherable items. These items will require that the players involved participate in some number of runs and events related to the goal at hand, in order to obtain what they need. These will be worked out by the GM Team on a case-by-case basis. It may be that not ever player/character involved will go on the runs or events related to the item being crafted - it's even possible that there would be no need for any in the first place.
Once all the materials required have been brought together, the project can enter the construction phase. This consists of a number of sessions of RP orchestrated by one of several GMs, as well as a general IC effort by the player characters involved to put the item together. Usually this phase lasts as long as make sense to the GM Team, generally being dependent on how much time and effort is being put into the project by the involved players. The quality of the finished product is determines by a combination of the rolls done during guided and unguided RP, as well as the general effort put into the project by the players.