Creativity is essential in any role-playing game. It opens the door to expression and imagination that shape characters, NPCs, and the very world of the game. What better way to exercise creativity than through crafting? With a craft system you can build augmentations for your character or use your character to build wonders that reflect their perception of their world.
A good craft system gives the GM and the Players a tool kit; filled with sparks for ideas and mortar for settings. You should be able to equip your unique characters with complimentary gear and fill interesting settings with important details. If you live in a police state surrounded by electric eyes the craft system needs to be able to reinforce that feeling of oppression with night vision and thermal cameras used by Brother Big, the city's Savior machine. In a city of smog, the craft system better also be able to spit out fashionable respirators, personal sonar visors and neon lights to calm those who haven't felt the touch of the sun in ages. We know craft systems can be seen as too tedious and not worth the time to make if you have a large enough equipment section. However, with our game it's not just about equipment. We believe the best craft systems help build context.
Imagine your newly built character survived a gunfight against a Slavic gang during their first session by taking cover behind a brick wall. The next day you see the elderly matron of the gang you defeated, Lady Matroska, turn a similar brick wall to powder with a backhand. Now you have an idea of how frighteningly powerful she is. The thing that saved your life last night is nothing but a pebble in the road to Lady Matroska and without having to directly interact with the matron, you now know you're out of her league. In another scenario, a mercenary team outfitted with Green Industries’ bleeding-edge technology can find themselves faced with the challenge of their lives trying to break into your secret base. Your supernatural, MacGuyver-like ability to build a fortress out of mundane items like aluminum siding and duct tape can be great enough to foil such a threat.
Our craft system has been designed to go past weapons and personal equipment. We have designed it to be flexible enough to allow for creativity in every respect; weapons, gadgets, armor, setting pieces, props, and even materials used for construction. This isn’t to say by any means that you will be forced to use the craft system if you want to get anything done or built, but that the option to take your game and characters to stories and worlds, past the one we have created for you, will always be there.
Context built, leagues established, hero pose.