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2.6.9 Defining Objects

The basic procedure for defining objects is similar to that of defining other categories: using the +define command to begin the process, entering `object' as the category, and then responding to prompts. Objects, however, are one of the more complex categories.

Below is an example of the process, in which we define `Silver Charm', an object which can be made by a mage with the artificer skill, to be used as a component for spells (the same Silver Charm specified as a component for many of the `Maggi' spells in Standard Spells). This example introduces most of the issues that arise when defining objects. Issues specific to defining objects used in combat are discussed on the next two pages, Defining Weapons and Defining Armor.

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>>  What class is Silver Charm?
>> [Enter a class, or .h for help, or .q to quit]
>>  What is the components class value for Silver Charm?
>> [Enter a number, or .h for help, or .q to quit]
>>  Class entered. Do you want to enter another class? (y/n)
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After the category and name are specified, the system will prompt for the class of the object. Object classes may be thought of as subcategories within the object class. In other words, what kind of object is the silver charm? At this point, we should enter a class specific to this object that will let us define spells that require it as a component: `enchanted silver charm'.

Once the class is entered, we are asked for a `class value'. The class value is a number, indicating either `how many times' or `how well' the object fullfils the class. For the silver charm, as for most object class values, we should enter `1'. The silver charm is one enchanted silver charm. Other objects, though, will fulfull a class multiple times. For example, a box of .38 special ammunition would have a value of `50' for the `.38 special ammunition' class. Or, objects may be especially good instances of their class. When defining an average quality lock, we would enter `1' for the `locks class value'. When defining an especially good lock, we would enter `2', `3', or higher.

The `enchanted silver charm' entry defines the type of object in a way that will let us specify it as a spell component. Usually, you should add one or more `informational' classes, so that players and staff can find the object in the database. For an object like the silver charm, it would be a good idea — though not strictly necessary — to give it a couple additional classes such as `components' and `enchanted objects'. For these entries, the class value does not matter: just enter `1'. This will allow players and staff to find the object with commands such as +list components and +list enchanted objects.

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>>  Does this object modify Abilities? (y/n)
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The silver charm does not modify abilities; it allows characters to use abilities they have. Other objects might. An especially well made, well balanced sword might give +1 to a character's Swords skill. A cursed gem might give -2 to Constitution. Objects such as cybernetic implants or magic scrolls could give characters a wide range of abilities. To define such objects, enter `yes' at this prompt, and then specify an ability category, the specific ability, and then the amount, positive or negative, by which it modifies the ability. This modification will be applied to anyone who is carrying the object. If the object is not being carried, it will be applied to anyone in the room. To negate these effects entirely, put the object in a container.

The modification is not displayed on character sheets: players won't necessarily realize that they are carrying a cursed gem, or that the obelisk in the room is working against mages, `damping magic' by reducing their Mage skill. If commands such as +check and +info do not confirm that this sword someone is trying to sell you will improve your results in combat, you would need to try it out yourself to see... The easiest way to do this would be to systematically use the +prove command to display your Swords skill, with and without the sword in your inventory.

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>>  Does this object wear out with use? (y/n)
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Normally, Argo objects last indefinitely, unless they are used in a way that causes them to be removed from the game (being used as a material or being sold). You may, however, wish to specify that an object may only be used a certain number of times. A medical kit that only holds a limited amount of supplies, an cheaply made shield... For objects such as these, enter `yes' at this prompt. The system will prompt you for the number of times the object may be used. A usecount for the object will be incremented each time it is used with the +use, +cast, or +focus commands, or any of the susbsystem commands that invoke coded effects of skills (+attack, +make, etc.). After the number of uses reaches the defined level, the player using it will be notifed that the object is used up, and it will be removed from the system.

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>>  Can players make this object? (y/n)
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One of the goals in Argo's design is to make artisans a viable character class: while many, perhaps most, players will prefer more active roles (fighters and mages, cops and crackers, starfighter pilots and smugglers), some may want to play characters who make the things that make the other roles possible — swords and armor, magical artifacts, cybernetic implants, ship components — earning a good living in the process.

The key to making this IC economy work, I believe, is a `three tier' approach to defining objects.

The first, `base' tier is materials: define objects that, while not necessarily useful in themselves, are needed materials for making other objects: steel, hardened leather, yew stave; eye of newt, deadly nightshade, mithril dust; class-6 comcircuit board, microsolenoid, UV-IR sensor; etc.

The second tier is standard objects, `book versions' of useful objects, such as the weapons and armor discussed in the manual, and uploadable with ascr-combat. The objects would be widely available, at or near `book' price, by using the +buy command at properly configured IC locations. Characters with the appropriate skills, tools, and materials could also make them: the final product will be identical to the standard versions, but the cost in materials to the artisan will be substantially less than the standard price of the object... less than half. By acquiring the needed tools and materials, spending the necessary time, and incurring the risk of wasted materials and time because of failed attempts to create objects (a risk which decreases as his skill increases), the artisan is able to acquire objects at a significantly reduced cost. The objects can be sold to other characters, at a profit, but still below book price: the artisan makes money, and the customer saves money; both come out ahead.

The third tier is special, rare, or improved objects. Like the standard objects, these are entered in the database, specifying their classes, properties, and the skills, tools, and materials needed to make them. Unlike the standard objects, they will almost never be made available automatically, with the +buy command. If a character wants one of these objects, he will have to get it from another character... a character who is able to make it. Especially well-made weapons that improve the user's chances to hit; high quality armor that is lighter and more flexible, and so does not tire or slow the wearer as much as regular armor; enchanted objects that allow the possessor to cast powerful spells; sophisticated (and illegal) computer programs that allow hackers to penetrate the matrix linking the world's computers... All these would be `third tier' objects.

By these criteria, and using the standard spells, the silver charm in our example would be a second tier object. True, it is an enchanted object, and so is inherently rare and unusual, but is a component for a number of relatively low-level spells... Any mage specializing in the Lore of Maggi will need one of these charms; it enables characters to use skills they acquired by the expenditure of character development points, but does not give them any special advantages beyond this, just as a broadsword allows a fighter to use his Swords skill. Such an item should be relatively expensive, because it contains precious metals and is enchanted. Players should be able to make it, if they have the requisite tools, materials, and skills. The materials should cost much less than the final product. We should configure source locations where it can be purchased, at or near book price... though perhaps only on an intermittent basis, because of its rarity.

(The next page, Defining Weapons, provideds an example of a third-tier object.)

So, we should enter `yes' at this prompt: players can make this object.

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>>  Are any Abilities required to make this object? (y/n)
>>  NOTE: These are simply Abilities the character has to have.
>>        No rolls will be made against Abilities specified here.
>>  Please enter 'Yes' or 'No'.
>>  What is the category of this Ability?
>> [Enter category ('stats', 'skills', etc), .n for none, or .q to quit]
>>  What is the instance of this Ability?
>> [Enter instance ('str', 'mechanic', etc), or .q to quit]
>>  What is the level of this Ability?
>> [Enter level number, or .q to quit]
>>  Ability recorded. Do you want to add another? (y/n)
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You can specify multiple abilities as prerequisites for making an object. As the prompt above indicates, no rolls are made against these abilities (the ability to roll against is specified next). Use the prerequisite abilities as a way of limiting the ability to make the object to appropriately skilled individuals. For extremely simple objects, you may wish to answer `no' to the first prompt in this group, indicating that anyone can make them... If, for some strange reason, your database had a `Paper Airplane' object, you could answer `no' to the `Are any Abilities required' prompt, and specify `paper' as required material... anyone with a piece of paper would be able to make a paper airplane. Or, a more realistic example, you might want to define a weapon object such as `light club' that anyone can make from a range of materials.

The organizing idea of spells and magical skills supplied in the standard set is that magicians practice the craft of Mage, defined as a skill, which measures their ability to understand magical principles and perform the gestures and incantations — or other rituals that help attune them to magical forces — necessary to use these principles in a way that affects the world around them. Some mages will have supplemented their training with the Artificer skill, which deals with binding these forces to physical objects. Within the broad area of magical lore are more specific areas: bodies of lore created by gifted mages of ages past, who codified and recorded their discoveries. Being able to cast spells of any significance requires that the characters develop both the (general) Mage skill and the (specific) Lore skill associated with a group of spells. The ability to make objects associated with these spells will require additional training: the Artificer skill.

Although it is not explicitly stated in the spell definitions, Maggi made her advances in the magical arts by drawing upon her affinity for and acquaintance with the faerie race. This is reflected in the prerequisites and materials for many of her spells. So, an object like the enchanted silver charm should have both Mage and Artificer as prerequisite abilities. And, because it is associated with a particular group of spells, it should have an additional prerequisite that ensures the artificer has some understanding of this body of magical lore: either the Lore of Maggi skill or the Faerie Lore skill will do. The silver charm is a component for most of Maggi's spells, including some fundamental or low level ones, so the levels required as prerequisites should not be very high... simply enough to ensure that the artificer understands the basic principles of the lore supporting the spells for which the object would be used. The `book' version of Silver Charm has the following prerequisites:

    Skills: Artificer (2)
    Skills: Faerie Lore (1)
    Skills: Mage (1)

When defining your own spells, respond to prompts to enter comparable prerequisites... either extending the rationale of magical lore used with the standard spells, or applying a comparable rationale developed to support the theme of your own world.

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>>  Is one or more rolls required to successfully make this object? (y/n)
>>  NOTE: More than one roll may be specified. If multiple rolls are 
          specified, the player must succeed on all rolls in order to 
          successfully make the object.
>>  What is the category of this Ability?
>> [Enter stat, skill, spell, or psiab (no dis-ads), or .q to quit
>>  What is the instance of this Ability?
>> [Enter instance ('str', 'mechanic', etc.), or .q to quit]
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Prerequisite abilities are those that the character must have in order to attempt to make an object. The prompts above allow you to specify a different, possibly overlapping, set of abilities: those which will be rolled against when the players attempt to create the object with the +make command. For very basic objects, you may want to answer `no' to the first prompt in this group: for any player with the required abilities, tools, and materials, successful use of the +make <object> command is automatic. Or, you can supply a single relavent ability here. For an object like the silver charm, a single roll against the Artificer skill makes sense: the Mage and Faerie Lore prerequisites ensure that the artificer understands what he is attempting; a roll against his Artificer skill determines whether he is able to translate that understanding into adequately skilled action. For especially complex objects, or objects that require multiple, discrete stages of manufacture, it would make sense to specify multiple abilities that must be rolled against.

(The rolls specified here are made automatically. When a player initiates the process of creating an object with the +make command, the system checks to ensure that he has the required skills, tools, and materials. Any materials needed are `used up' at this time. If a `time to create' has been specified, as discussed below, a property recording this time will be set. An initialization routine in all Argo commands checks to see if there are outstanding events of this nature to resolve. The first time the player uses an Argo command after the required amount of time has passed, the rolls specified here will be made, and the player will be notified of success or failure. If the attempt to make the object succeeds, it is immediately created, set with the appropriate properties, and placed in his inventory.)

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>>  What is the difficulty modifier for this roll?
>> [Enter roll modifier number, or .h for help, or .q to quit]
>>  Roll entered. Do you want to enter an additional roll? (y/n)
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Specifying high levels for prerequisite abilities allows you to ensure that only highly skilled characters can make highly complex objects, but this method by itself leads to unrealistic results. For example, if you defined a magical object such as `Palentir' as requiring Mage 8 and Artificer 8, only characters with very high abilities would be able to attempt to make the object, but, if they could meet the initial conditions, they would almost always succeed, because their relavent abilities are so high. Similar considerations apply for very simple objects: the Smith skill may be a prerequisite for both the `Horseshoe' and `Well-balanced Rapier' objects; clearly it should be easier to make the horseshoe... That is, all other things being equal, rolls to +make horseshoe should succeed more reliably than rolls to +make well-balanced rapier. Use the `difficulty modifier' as a way of translating these differences into modifications to characters' +make rolls. For easy objects, specify a positive number; for difficult or complex objects, specify a negative modifier. This number will be added to the number required to succeed when rolls are made. The horseshoe might have a modifier like +2. The rapier, -1 or -2. The Palentir, given its description in Tolkein's world, would require a more extreme modifier, something on the order of -4 to -6. Our silver charm, however, seems pretty basic: not trivial, but just the sort of thing artificers make for a living. It should probably have a difficulty modifier of 0.

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>>  Are any tools required to make this object? (y/n)
>>  What tools are required to make the object?
>> [Enter *class* of tool, or .q to quit]
>>  How many instances of this tool are required?
>> [Enter a number, or .q to quit]
>>  Tool entered. Are any other tools required? (y/n)
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If appropriate, specify tools required to make the object. Tools are objects, defined in the database, that the character must have, either in his inventory or in the room, in order to make the object. Tools can be used repeatedly. Use a class name to specify the tool, not the name of the object. The silver bell requires `artificer's tools', so we enter this as the tool. The only standard object which fulfills this class is the `Artificer's Workbench'... only players who have an Artificer's Workbench will be able to make these charms. If additional objects having `artificer's tools' as a class are added to the database, these could be used as well. If there are no defined objects having the class you enter here, the system will print a warning, but you will be able to continue with the definition. You can specify multiple tools, or that the character has several instances of a specific tool.

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>>  Are any materials required to make this object? (y/n)
>>  What materials are required to make the object?
>> [Enter *class* of tool, or .q to quit]
>>  How many instances of this material are required?
>> [Enter a number, or .q to quit]
>>  Material entered. Are any other materials required? (y/n)
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Materials are entered in exactly the same way as tools. The only difference is that when players use the +make, attempting to create the object, the materials are immediately `used up' and removed from the game (the material objects are recycled). The system will search the player's inventory, and then the room, and use the first instance it finds. If the require_own parameter is set to yes, only objects owned by the artisan may be used in this way. If the parameter is set to no, any object in his inventory or the room may be used. You may wish to caution artisan players about this — either with an entry in the online manual, a sign in the chargen area, or simply by telling them when they apply for character approval.

The Silver Charm defined in the standard database requires one instance of silver and two instances of Faerie Dew to create.

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>>  How long does it take to make this object?
>> [Enter time, or .h for help, or .q to quit]
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Most objects require some time to make... naturally, more complex or difficult objects, or those requiring an aging or maturation period will take longer. Specify the time required as a time string, containing a positive number and a unit of time... `30 seconds', `1 day', `12 years'. The silver charm defined in the standard database requires 2 days. The time of other standard objects ranges from a few seconds to 3 months.

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>>  Does it cost money to make this object? (y/n)
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If specifying the exact materials required to make objects proves too time consuming, or ends up filling your database with innumerable trivial objects, or is simply not appropriate for a given object, you can instead specify a cost to make the object, and let it be assumed that if the character pays this much money, he will be able to acquire whatever is needed to make the object. Or, conceivably, you will specify a cost in addition to materials... perhaps there is a tax or fee associated with the object, or someone has to be bribed in order to get needed materials. Any cost specified here is immediately charged to the player when the +make is executed, just as materials are immediately used up. If the artisan does not have enough money, the system will not allow the attempt to create the object.

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>>  Can the object be repaired if it breaks or wears out? (y/n)
>>  Are any Abilities required to repair the object? (y/n)
>>  What is the category of this Ability?
>> [Enter category ('stats', 'skills', etc), .n for none, or .q to quit]
>>  What is the instance of this Ability?
>> [Enter instance ('str', 'mechanic', etc), or .q to quit]
>>  What is the level of this Ability?
>> [Enter level number, or .q to quit]
>>  Ability recorded. Do you want to add an additional Ability? (y/n)
>>  Are any tools required to repair this object? (y/n)
>>  Are any materials required to repair this object? (y/n)
>>  What materials are required to repair the object?
>> [Enter *class* of tool, or .q to quit]
>>  How many instances of this material are required?
>> [Enter a number, or .q to quit]
>>  Material entered. Are any other materials required? (y/n)
>>  How long does it take to repair this object?
>> [Enter time, or .h for help, or .q to quit]
>>  Does it cost money to repair this object? (y/n)
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Sometimes, objects get broken. Critical effects that break weapons are the most common example. You can specify prerequisites, rolls, tools, and/or materials needed to repair an object with the +repair command in exactly the same way you specify the requirements for creating the object with the +make command.

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>>  What is the book price of this object?
>> [Enter price in coppers, or .q to quit]
====================================

Enter a `book price' for the object. Note that the price is specified using the `small coin' denomination. The standard Silver Charm object costs `4 silver pieces and 20 copper pieces'... we would enter `420' at this prompt. This is fairly expensive — more than any of the standard weapons, and approaching the price of a suit of plate armor. After all, enchanted objects should be hard to come by. But the materials required to make the object cost only 220 small coins, and 120 of this is for Faerie Dew... the artisan might buy this, or he might be able to find locations where it can be collected at no cost (he has discovered that if he goes to the Hidden Dell and types +get faerie dew, he sometimes — not always, but sometimes — finds a few of the precious drops... In other words, the staff has configured the Hidden Dell as a source for Faerie Dew, specifying a cost of 0, with only a percentage chance that is available, and a time limit on how often it can be obtained). A mage who needs such a charm could come to the artisan to discuss buying one. If the artisan already has a charm, they could work out a price between themselves, presumably arriving at a figure greater than 220 coins and less than 420. If the artisan doesn't have a charm on hand, the two players could work out some sort of `order' scheme... the mage paying some or all of the cost at the outset, which the artisan could use to purchase the materials (what will happen if the +make roll fails is something to work out in RP).

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>>  Finally, please enter a description for the object:
>>  Welcome to the list editor. You can get help by entering '.h' on
>>  a line by itself. '.end' will save and exit. '.abort' will abort
>>  any changes. To save changes and continue editing, use '.save'.
< Insert at line 1 >
A delicate silver charm.
< Editor exited. >
>>  List saved.
====================================

The last step in defining an object is giving it a default description. The system automatically invokes the list editor at this point: enter the description and, when finished, enter .end on a line by itself.

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>>  Silver Charm defined.
>>  Do you wish to enter another definition? (y/n)
>>  Done.
====================================

The object definition is now complete. Players and staff can display the entry with +info obj/silver charm:

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>>  OBJECT INFORMATION FOR 'SILVER CHARM':
 
    Std. Cost:        4 silver and 20 coppers
 
    Class:            Components (1)
    Class:            Enchanted Objects (1)
    Class:            Enchanted Silver Charm (1)
 
    Create Prereq's:  Skills: Artificer (2)
    Create Prereq's:  Skills: Faerie Lore (1)
    Create Prereq's:  Skills: Mage (1)
    Create Tools:     Artificer's Tools (1)
    Create Materials: Faerie Dew (2)
    Create Materials: Silver (1)
    Create Rolls:     Skills: Artisan (0)
    Create Time:      2 days
====================================

There is nothing secret or sensitive about the Silver Charm database entry. For some objects, you may wish to restrict this information to staff members. For example, if an on-going plot on your world revolves around attempts to steal an object believed to be a matter generator, uncertainty about the object's capabilities may be an important part of the plotline... an object such as this should be hidden. Use +mask object/<object to hide> to hide objects in the database, and +unmask object/<object> to reveal them.

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