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#1
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Thanks. That's about what I'm using.
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#2
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Blacksmith works black metal (iron) on hearth/forge
Tinsmith works white metals Smelter turns ore into metals useable Sandcaster cast objects after making molds in sand Ferrier makes shoes for horses, mules, oxen.. specialized blacksmith Ironmonger turns iron ore into useable iron for the smith Miller turns grain into meal/flour for humans and animals Brewer makes beer and ale Distiller makes spirits from beer, wine, ale, mead Vinter makes wine and could also expand the process to vinegar (the next stage) (mead and cider also fall in there somewhere that a vinter could handle easily) Maltster turns grain into malt for the brewer Baker turns the millers meal/flour into breads and pastries. Butcher kills, skins, and process meat Tanner takes the hides from the butcher and turns it into leather Furrier is a specialized tanning with the fur/hair left on. Leatherworker makes items from leather but general not specialized usually Cobbler makes shoes and footwear Saddler makes saddles and harness, and repairs same Potter makes items from clays.. Cooper is the barrel maker, a very rare skill outside some specialized areas. Woodworker makes items from wood, not to be confuzed with a carpenter.. more the carver and specialized style Carpenter makes items from wood from furniture to buildings. Candlemaker makes candles from rendered fats Soapmaker makes soap from rendered fats Spinner makes thread/yarn from fiber.. Weaver turns thread and yarn into cloth Dyer dyes cloth/threa/yarn Taylor makes clothing and sews Dairyman process milk into cheese, butter, and other dairy products Teamster drives teams of horses, mules or oxen pulling wagons and carts.. should specify if equine or ox though, they are very different. Ropemaker turns fiber into cordage, not to be confused with spinner though the process is similar Retter turns flax, hemp and other plants into fiber that the spinner or ropemaker can use. (often a skill the farmer would have in old) Shearsman one who shears sheep, alpaca, llama, etc for 'wool' Many of the 'cottage' skills are progressive, such as preparing fiber for the spinner, progresses to spinning, then weaving.. skills many women AND MEN knew how to do. Same with the maltster, brewer, distiller.. Just a SHORT list |
#3
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Great list Grae. My mum has always had spinning wheels and when I was a kid all my woolen sweaters had been created by my mum from scratch - she would spin yarn from a fleece (sometimes she would even source the fleece herself from road kill) and then knit sweaters. She taught me how to spin yarn but I haven't done it myself since I was a child. Same with knitting.
Mum has a hand loom too (currently disassembled because it takes up a lot of room) and has made several rugs. It took a long time to make each rug though. Also my mum and her husband keep bees and mum makes mead (only in small amounts). Yum. And mum always has a vegetable and herb garden (she is a botanist as well as being a very avid gardener).
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#4
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I can just see an old hand talking to a new member of a party- "Here's this book we've been using for toilet paper. It's in Polish, don't have a clue what it's about."
"You idiot! This was an encyclopedia of medicinal uses of plants, and you're down to 6 pages!!!!"
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Just because I'm on the side of angels doesn't mean I am one. |
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#6
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With regard to the expanding of skills in t2k.
My RPG group have, over the last 20+ years, played primarily the Rolemaster system which is often mocked as Rulemaster due to it's complexity. It subdivides so many skills it is great for the perfectionst but can be unwieldy. As suggested, there are skills like Ride (*place animal type*) and Animal Handling (*place animal type*) and even Animal Healing as examples. Then one can further use similar skills - a good Sailor may have a free limited ability in Rope Use or Navigation or Boat Pilot. I would recommend anyone looking for more detailed RPG skills check it out (although this is a fantasy game, Spacemaster is a sci-fi version with more modern skills). My group love the system but it isnt for everyone, and initially they found it hard (going back to T2K) to roll on 'Recon' instead of the option of General Perception, Detect Traps, Locate Secret etc (or even Stalk/Hide, Ambush, Silent Kill) ![]() ![]() |
#7
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The lack of specificity in T2K has always bothered me. For example, firing a mortar in T2K is subsumed under Grenade Launcher -- My first MOS was 11C (mortar gunner) and I know they are nothing alike -- mortar gunners have to demonstrate not only proficiency with the mortar, they have to demonstrate it with the M-203 as well. Firing a Mk 19 is more akin to firing a heavy machinegun than firing a grenade launcher. Using a hand-held laser designator is a talent unto itself, and is much different than using a designator on a FISTV. Firing a TOW from a ground mount is very different than firing it from an ITV or a Bradley. The list goes on and on. But there's only so far you go with that specificity before the game has become unwieldy and unplayable. If you have to spend a whole game session just coming up with your characters, that's too much for to ask of players.
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
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