If you're playing a game
my sweet new Dwarf Fortress game, and your character has a guild/trade/profession, would it make more sense if:
1- it limited what sort of supplies you could gather or produce for the fortress (harvest crops, supply tools and weapons, cut gems, mint coins, etc.), but you could do any sort of special project on top of that, like forging a sword, building a throne, installing a pit trap, etc.
2- it limited what sort of special projects you could do, but you could get any sort of supplies for the fortress
3- it limited both what you could supply and
the type of projects you could work on (the planter must keep everybody fed AND is the only one who can cultivate a special medicinal herb; the metalworker must keep all tools and weapons tip-top AND is the only one who could forge the king's new ax).
4- you can do any of these things, but you're particularly good at one sort of thing because of your guild/profession
I'm kind of inclined towards either #1
, but I want to use the option that makes the most sense, both in its "internal logic" and in niche protection. The problem I ran into before, when I used option #3
, was that some characters like soldiers and doctors didn't have much to do, early on, when nobody was injured and no one needed to be
My concern about #2
is that it makes particular shortages less of an issue - I was envisioning someone patiently waiting for a particular sort of skilled tradesdwarf to show up in the next batch of migrant workers, like in the game, but it may be that #4
provides the most flexibility and the least irritation.