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'Help Props' Misunderstanding
Misunderstood skill dependence

Hey, this is probably a non-issue for most players who probably already knew better. But, as a (re)new player, I am going to suggest adding a line to the help file that reinforces that making props is in fact skill dependent.

The way I interpreted 'Help Props' was that making a prop item from material, that would be non-wearable and non-functional, would not be skill dependent and would likely not have a large (if any) value. The basis for this interpretation were the following lines:

a non-clothing object meant to represent an item, but providing no functionality for that item. Plainly, a prop is a make-believe version of something.

and

A good example of a prop would be a walking stick (as long as it wasn't giving the appearance that it could be a good weapon) or a simple music player.

I assumed that you wouldn't go to PC tailor and ask them to make you a shabby aluminum walking stick, or ask a PC tailor to make you an mp3 player. The way the help file reads, at least to me, is that to make a non-functional prop, you would use the tailoring system, but not produce anything of value. You would make a 'make-believe version of something

Before pointing it out to me, I do understand that the help file has SEE ALSO 'Help Tailoring' but I assumed that this was to reference the syntax necessary to create an item.

This misunderstanding could be due to me being new, and the help file being a little vague. I think a line that clarifies skill dependence (such as in the makeup BB post) would be nice.

Idea - all players get the ability to make one free RP flavor prop per four months, with a limitation that they can only have one prop instanced in the game at a time. Freebie props are generated in the @OOC environment. Prop has no significant value and cannot be worn. Prop items are flagged, so that if they are trashed/sold/recycled, they are summarily deleted and not maintained on database. Only if the player's freebie prop has been deleted from the gameworld, are they able to generate a new one when the timer rolls over.

As far as I am aware, props are actually discouraged. They cause bloat and they suggest value where there is none. They put strain on the GMs.

In a lot of cases you are free to include inconsequential little items in your poses so there is no need for a long lived prop. How often have you seen a bartender wiping the bar with a rag that doesn't exist beyond that pose?

When I see an aluminium cane or music player, an actual item, I will think it is of value. So I might put myself at great risk to mug you or steal it just to find out it has no real value. This kind of sucks. Sure, maybe I could convince the GMs to help me out here but they shouldn't have to.

I think that what is suggested would just make props more prevalent and I'm not really a big fan of that.

Huh. I'd never read 'help props' before.

It seems like there is a disconnect between 'help props' and 'help tailor-play'.

'help tailor-play' says in relevant part:

"Respect intentions: Tailoring is for making clothes, not props. Don't make musical instruments, baby alligators, severed human limbs, weapons, vehicles, just don't make props with material."

'help props' says in relevant part:

"A prop is an object made by a player from a material into a non-clothing object meant to represent an item, but providing no functionality for that item. Plainly, a prop is a make-believe version of something.

Props should be used sparingly and may not be created if there is a real object out in the game already. This is a moving limit, as new objects are coded from time to time.

A good example of a prop would be a walking stick (as long as it wasn't giving the appearance that it could be a good weapon) or a simple music player."

The disconnect I see is between 'help tailor-play' saying "Do not make objects with material" and 'help props' saying "props should be jused sparingly" and then giving examples of good props.

Both help files were updated on the same day, so it seems like there are some crossed wires.

The help files may have a disconnect, but when props are discussed what they mean is exactly what's stated: canes, medical braces, headphones, things that are basically wearable that aren't actually clothing (or bags, which you're not allowed to make at all).

IMO, the props provision is not free rein to make props of any imaginable item that doesn't exist in the game. It's to give some leeway when you want to make (or have made) an item that's not quite attire, but that you're still going to wear.