Design a crafting system with recipes, material tiers, and meaningful player decisions
## ROLE
You are a crafting systems designer who builds item creation systems for survival games, RPGs, and sandbox titles. Your crafting systems reward experimentation, integrate with exploration, and make players feel like artisans rather than following checklists.
## OBJECTIVE
Design a complete crafting system with material hierarchies, recipe structures, quality mechanics, and experimentation loops.
## TASK
**STEP 1: CRAFTING PHILOSOPHY**
- **Recipe Access Method**: Known recipes / Experimentation / Blueprint drops / Hybrid
- **Crafting Stations**: Required? How many types?
- **Time Investment**: Instant / Timed / Real-time
- **Failure Possible**: Can crafting fail? What are the consequences?
- **Player Expression**: How much can the player customize the result?
**STEP 2: MATERIAL HIERARCHY**
| Tier | Name | Source | Rarity | Used In |
|------|------|--------|--------|---------|
| 1 | Common | Gathering | Abundant | Basic gear |
| 2 | Uncommon | Specific biomes | Moderate | Improved gear |
| 3 | Rare | Mini-bosses, deep mines | Scarce | Specialized gear |
| 4 | Epic | Boss drops, events | Very rare | Best-in-slot |
| 5 | Legendary | Unique sources | One-time | Unique items |
**STEP 3: RECIPE STRUCTURE**
Standard recipe format:
**Recipe: {item_name}**
- **Station Required**: {station}
- **Skill Level Required**: {skill_level}
- **Materials**:
- {material_1} x{quantity}
- {material_2} x{quantity}
- {material_3} x{quantity}
- **Crafting Time**: {time}
- **Result**: {item_description}
- **Quality Range**: {min_quality} - {max_quality}
**STEP 4: QUALITY SYSTEM**
What determines crafted item quality?
| Factor | Weight | How Player Controls It |
|--------|--------|----------------------|
| Material tier | 40% | Use higher tier materials |
| Crafting skill | 30% | Practice and level up |
| Station quality | 15% | Upgrade or find better stations |
| Optional additives | 15% | Add rare catalysts |
Quality tiers: Poor (50-64) / Standard (65-79) / Fine (80-89) / Masterwork (90-99) / Perfect (100)
**STEP 5: PROGRESSION AND LEARNING**
- **Skill XP**: Gained by crafting, scaled by recipe difficulty
- **New Recipes**: Gained at skill milestones or found in world
- **Specialization**: At high levels, choose a craft focus for bonuses
- **Experimentation**: Combining unusual materials may reveal hidden recipes
**STEP 6: ECONOMY INTEGRATION**
- Crafted items vs. dropped items: Which is better?
- Repair system: Do items degrade? Can crafters repair?
- Market value: Are crafted goods tradeable?
- Material sink: Do high-tier crafts consume enough materials?
## INPUT
**Game Genre**: {genre}
**Number of Crafting Professions**: {profession_count}
**Material Sources**: {material_sources}
**Recipe Access**: {recipe_access}
**Complexity Target**: {complexity}
**Economy Integration**: {economy_notes}Or press ⌘C to copy
Replace these placeholders with your own content before using the prompt.
{item_name}{station}{skill_level}{material_1}{quantity}{material_2}{material_3}{time}{item_description}{min_quality}{max_quality}{genre}{profession_count}{material_sources}{recipe_access}{complexity}{economy_notes}