> I tend to agree with just doing it as archetypes. Then these could just go in > treasure lists - thus, what shows up in the building store would be random, but > maybe that adds some more interest (cool, the fountain finally showed up!). Guess I'll do it that way, then :) > the other question which you don't address is that if players can 'request' > items, how do you price them? It would seem that marble floors, for example, > should be more expensive than wood, and so on. Would need to define a price in the item's archetype itself, maybe? I doubt the floor or wall archetypes define a value, so we could use it :) > > Arguably, the only thing that should be allowed as buildable objects would > largely be floors and walls. There is no reason to allow chairs, swords, food, > etc, because those are things that can be physically carried by the character - > that can't happen with the wall (there may be a limited extension to what I say, > but basically it should be limited). Hum. I was thinking that we could let players build rivers, and such - wouldn't it be fun to create a garden? :) Or to plant tree we could add a new skill :p Ryo Accédez au courrier électronique de La Poste : www.laposte.net ; 3615 LAPOSTENET (0,34/mn) ; tél : 08 92 68 13 50 (0,34/mn)