I love a good crafting system! Often it's not the physical thing that a player is doing to craft that makes it good, it's like...the surrounding elements.
One thing that can make an engaging crafting system is a set of meaningful choices. Essentially, have players make a choice that has a cost to it and/or establishes part of their identity as a player, so it feels significant. FR is a pretty casual game, so you wouldn't want to be too strict with this.
One way it could look with tailoring specifically is with I dunno like different disciplines or something? You have to choose your clan's tailoring discipline, then the other disciplines are locked out to you (with maybe a gem cost way to switch because, casual game?). They could be maybe dyeing, leatherworking, spinning, weaving, sewing? With the first four crafting their respective materials and the sewing discipline crafting the final apparel. But crucial to systems like this is that the sewing discipline needs the materials from players of the other disciplines. Each discipline could even have their own unique craftable related apparel, like for instance a thread disaster for the spinners, a dragon tangled in thread that got out of control lol.
(I'm just brainstorming based on crafting systems I've experienced in the past, btw, not saying this would even be good, just throwing examples out there.)
Another crafting system I really like is when you don't know the recipes. This really works more for like alchemy type stuff. But I love when players have to throw things together and figure out as a community project what combinations of things make which items. The mystery and discovery makes it so fun!
Re: 12th Anniversary
I love a good crafting system! Often it's not the physical thing that a player is doing to craft that makes it good, it's like...the surrounding elements.
One thing that can make an engaging crafting system is a set of meaningful choices. Essentially, have players make a choice that has a cost to it and/or establishes part of their identity as a player, so it feels significant. FR is a pretty casual game, so you wouldn't want to be too strict with this.
One way it could look with tailoring specifically is with I dunno like different disciplines or something? You have to choose your clan's tailoring discipline, then the other disciplines are locked out to you (with maybe a gem cost way to switch because, casual game?). They could be maybe dyeing, leatherworking, spinning, weaving, sewing? With the first four crafting their respective materials and the sewing discipline crafting the final apparel. But crucial to systems like this is that the sewing discipline needs the materials from players of the other disciplines. Each discipline could even have their own unique craftable related apparel, like for instance a thread disaster for the spinners, a dragon tangled in thread that got out of control lol.
(I'm just brainstorming based on crafting systems I've experienced in the past, btw, not saying this would even be good, just throwing examples out there.)
Another crafting system I really like is when you don't know the recipes. This really works more for like alchemy type stuff. But I love when players have to throw things together and figure out as a community project what combinations of things make which items. The mystery and discovery makes it so fun!