In a prehistoric game like Epoch, it's inevitable that players will want to invent certain things, whether domesticating animals for mounts or inventing the wheel, among other historical innovations. And it's not at all hard to see why. Aside from the prestige of reinventing history's vital advancements, modern players understand plenty, hard-won knowledge that forever shaped the arc of human history. From simple gardening (which changed everything) to the idea of riding tamed animals, contemporary people know their stuff...
Which presents a challenge. How to balance fun and innovative gameplay with the risk of breaking the immersion of a prehistoric milieu. This is subjective, of course. Maybe inventing a primitive black-powder cannon (Star Trek: Arena springs immediately to mind) works in a game's best interest. Even so, the following INVENTION RULES can help by enabling these innovations while preserving a suitably prehistoric atmosphere:
1) The (player) character must first witness some inspirational event, such as a boulder tumbling downhill to suggest the wheel or something equally comparative...
2) Next, the player must roll 18+ for Crafting to turn this inspiration into an idea, noting that failed results can be rerolled once per game month up to six months.
3) Successful characters can fashion a prototype, which might include implementing a useful idea, by rolling for whatever skill applies per conditions and/or the referee...
Now it's just a matter of using the new invention, subject to circumstance and/or whatever governing rules the referee imposes. It's old-fashioned roleplay now.
These rules are simple and conservative. Ideas flow naturally from in-game events and only manifest if the player thinks to try and good luck prevails. Of course, characters can learn from others, be it helpful time travelers or Clan-tooth tribesman providing the example of their specialized beasts. Using these simple rules, it's possible to allow creativity while keeping things primitive in the spirit of Epoch's universe. Any changes are small and incremental, but no less consequential if roleplayed well, much like our own history's advancement...
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