I'm just about to begin production on an itemcraft script. However, the one I'm making is based off an existing RPG's crafting system. It is very unlikely this system would be a "one-size-fits-all" in terms of itemcraft systems so I want to gauge users on what they want in a crafting system. Here are some questions I'd like responses on. You do not need to answer them all. Just answer what interests you: What are some existing examples of good crafting systems/features in video games? What are some existing examples of bad crafting systems/features in video games? Do you prefer crafting systems with a simple/small ingredient requirement (2~4 items) or a complex/large ingredient requirement (5~8+ items) Do you care about "success chance" for crafting an item in single-player RPGs? (That is, if you fail to craft the item, you lose all ingredients/gold/catalysts.) How do you prefer how itemcraft recipes/formulas are discovered? How do you prefer where crafting is done? (In a shop by an NPC/event? From the menu? Some other way?) What kind of tedium should be avoided in an itemcraft system? Any other comments/experiences with itemcraft systems. Just to be very clear: I'm not taking suggestions on what my first crafting script will feature. I'm building it the way I want. But after I'm done with it, I might be interested in making another itemcraft script depending on the responses. I'm not skilled enough/interested in making a random enchantment-style crafting (e.g. Diablo item prefix-suffix system).