Tag Archives: herbalist

Carriage Trade Roleplay Ecosystem: Human Subclasses

Every class & subclass of player in the Carriage Trade Roleplay System is interrelated to a greater or lesser degree.  All classes must eat and can take damage.

Veterinarian

  1. Provides preventative care to horses, dogs, and cats, i.e., Vaccinations, disease testing, Coggins, wormer, poultices, etc.
  2. Provides curative care for wounds or damage to all horse & critter subclasses
  3. Has particular affinity to horses & dogs
  4. Has affinity with all animals & birds
  5. Less affinity with herbalist and farrier

Farrier

  1. Provides hoof care & shoes to all classes of horses
  2. Provides supplies to vet & stablehand (eg, syringes to vet, pitchforks/rakes to stablehand)
  3. Has particular affinity to horses & owls
  4. Has affinity to herbalist & dog
  5. Has no affinity with fox

Herbalist

  1. Provides performance enhancers & treats  to all classes of horses
  2. Provides curative care to all humans, critters & birds subclasses
  3. Has particular affinity to owls, foxes
  4. Has no affinity with dogs
  5. Less affinity with vets

Apothecary

  1. Provides distillations & exotic herbs/spices/oils to herbalist
  2. Provides compounded drugs and vaccines to veterinarian
  3. Provides analgesics & curatives to all human subclasses
  4. Has particular affinity to other human subclasses
  5. Affinity with dogs
  6. Less affinity with horses
  7. No affinity with foxes & owls

Equestrian

  1. Provides training & grooming care to all subclasses of horse
  2. Provides grooming care & training to dogs
  3. Has particular affinity to horses, dogs
  4. Has affinity with all human subclasses
  5. Less  affinity for owls
  6. No affinity with foxes

Carriage Trade Roleplay Ecosystem: Critters

Every class & subclass of player in the Carriage Trade Roleplay System is interrelated to a greater or lesser degree.  All classes must eat and can take damage.

Carriage Trade enables roleplay for a character class of ‘Critters’. The Carriage Trade community does allow a range of natural animal avatars to visit and live within the community, but within the roleplay system only three kinds of animals have functional roles: Dogs, Foxes, and Owls.

Status within the game is determined by Levels, Accomplishments, and Wins. Levels are achieved through passage of time, accrual of experience, accrual of wealth, specific Accomplishments.

Game status is unrelated to region authority.

Critters are faster than humans but generally slower than horses in the Carriage Trade system. They are the low-level weight class, being lighter in weight than all other classes.   Critters have both natural defensive & offensive weaponry (claws, teeth, beaks) with which they may inflict damage to other classes. Critters may receive damage from other classes and subclasses up to unconsciousness & RP ‘death’.  Critters may also infect other classes with disease.

Critters may feed themselves through hunting, through scavenging, alliance with humans (owls, dogs), and special Critter chores. Critters must seek medical treatment and care from the Herbalist.  Dogs may seek partnerships with humans. Owls may seek partnerships with Herbalists. In general Dogs and Foxes are antithetical to one another.

Dogs provide protection and companionship to Humans and may serve as hounds to hunt Foxes.  Foxes may be beneficial or they may cause damage.  Owls are beneficial.

Foxes & Owls have special RP sites.  Dogs are expected to engage with Humans.

The Carriage Trade Roleplay Ecosystem: Horses

Carriage Trade enables roleplay for standard horse classes. The Carriage Trade community does allow two specific fantasy horse classes, but within the roleplay system no allowance or subclass is made for these sorts of horses.

Horses are not broken down by breed, but rather by training & weight, so that a player may create a character of whatever age, breed, or color they wish.

Status within the game is determined by Levels, Accomplishments, and Wins. Levels are achieved through passage of time, accrual of experience, accrual of wealth, specific Accomplishments and Wins.

Game status is unrelated to region authority.

Appearance & tack are determined by the subclass (Training Style) to which the player belongs, and the activity in which the player is engaged.  Horses are expected to be correctly turned out when working with their Riders, particularly in Competitive situations; likewise, Horses are expected to wear Tack appropriate to their chosen role, particularly when present in a roleplay facility.

Horses are the fastest class in the Carriage Trade system. They are the top-level weight class, being heavier than all other classes.   Horses have natural defensive weaponry (hind hooves, front hooves, teeth) with which they may inflict damage to other classes up to unconsciousness and temporary death. Horses may receive damage from other classes and subclasses and Horses which show themselves to be overly vicious may be sent away.

Horses may feed themselves through Chores or they may rely on their Human partners to feed them. Horses must seek medical treatment and care from the Veterinarian and performance enhancers from the Herbalist; shoes and hoof care from the Farrier; grooming from the Stablehand; and training from the Rider.

Horses provide livery saddle and carriage service to Humans and may serve in the Livery stable and receive both game token and in-world payment form riders.

Competition requires a willing Human partner or partners.

The Carriage Trade Roleplay System

Enough of you have asked about this that it is time for a post about it.

Our really big development that we are working on right now is the installation of our new roleplay system. Powered by the Honour Roleplay System, Carriage Trade will soon have its own special horse-centric roleplay system.  Some of you may have seen a series of display boards in the Tack Room. These display boards are the initial visible cusp of a a project that we anticipate will be fun and exciting for everyone: namely, the installation of a new roleplay system for Carriage Trade.

Let us quickly reassure everyone that it is not a mandatory system by any means, and no one will be required to be ‘in character’ unless they want to be.  This system is immensely flexible and can provide a good RP skeleton for those who want to use that way. For others, it can be used as a s single-player game. And still others can simply ignore the whole thing, and go on about their business.

Non-residents can use the system, as well. However, they will be not be able to use components of the system, such as the Livery, Prestige Royal Foalery or the Royal Mews, which may require land group rights.

Why are we adding this system: 

Many reasons, not least of which is that it adds a fun layer of interactivity to the region and provides a nice way for newcomers to interact with our existing community.  We have been looking for a commendation system to allow humans to effectively compliment a horse if that horse gave them a nice ride.  The Honour Roleplay System that we obtained at the Relay For Life auction does all this and much, much more.  However, it is complicated enough that we will be rolling out the system in layers.

Here are some of the things we can do with it:

1. Collect things that can be used to trade for other things, including RP services (farrier, vet, etc), rent or payment for things like the Livery service or the Royal Mews or the Foalery,  AND actual in-world goods (such as special tack and carriages ONLY available in the system).
2. Create quests and games within games.
3. Offer a commendation system for riders to reward their horses; or horses to reward their riders.
4. Create chores that provide the laborer  with tokens and resources to use in other parts of the system.
5. Create classes & subclasses of roleplay characters to enable richer interaction.
6. Add damage ability, so that different subclasses of characters can be damaged differently by other subclasses. This means that horses can inflict damage by biting, striking and kicking; owls, dogs, foxes and cats can all hunt, wound and kill or be hunted, wounded and killed, and so on.
7. Add healing and curative abilities to the appropriate subclasses so that wounded foxes can be cured; lame horses can be healed, and so on.
8. Add competition capabilities: We obviously don’t need sword play, but we can hunt for foxes, compete in shows, and so on. A big part of our competition will include training!

And remember: NONE of this is mandatory. If you hate games or roleplay, just ignore it all and go on about your business just as you do now. We won’t be insisting on anyone living in emote-land, by any means!

For those of you who want to play, we’ll be calling for testers as we roll out levels. At the moment, we’re testing collectibles in the Royal region (only).  Feel free to hunt the region in search of Salt, Apples, Herbs, Ore, and Coal; all of which you may collect as many of as you wish. You don’t even need a HUD, pouch or meter!

How can you help?

TEST!  hunt down those pesky collectibles over in Royal. Let us know if they don’t chat a message to you when you click it.

FEEDBACK! Go look at the classes and subclasses of characters listed.  Think we should add something? Please keep in mind there is an ecosystem so that every sort of subclass interacts in different ways with other subclasses, so we won’t be interested in adding, say, a Pirate subclass to our roleplay ecosystem.

Then, feed it back: note cards in world work best; comments are fine,  and even an IM if you will.