Forge Template
This template is intended to be copied into new periodic tables for Forge classes to give them the basic structure of ThePattern. It is one of two specialty templates have been created: The other being, Matter, which is intended to be copied for materials like gems, wood, elements, or metals.
<pre> Subjects and Objects
Every Forge object is built around a gradual refinement of the subject which is being defined by this particular pattern. Each subject is defined by the maker's skill, which is based on an exemplar or standard. Each successive balance defines the previous balance's skill as a new standard.
In other words, over time the craftsman learns that he previously thought of as his skill has become the basis from which he now must work. What was previously the essence of the skill has now become something outside the skill, the basis from which the real skill works.
Balance Object Category Subject Object Prenatal Lump Incorporative Toy No Skill Impulsive Crude Novice Skill has No Standard Imperial Amateur work Cultural Skill has New Standard Interpersonal Apprenticework Apprentice Skill has Culture's Standard Institutional Journey-Piece Guild's Skill has Apprentice's Standard Interindividual Masterpiece Personal Skill has Guild's Standard
Good and Bad
Not nearly as important are how values are defined in this particular pattern. If you can't think of any other values, just leave it as "quality" and "mediocre" as a default. Perhaps later you will think of something when you see how they are used. Or maybe the god of the forge will intervene.
Good Bad is defined as Quality Mediocre
Periods
Each new forge table will have levels equivalent to Robert Kegan's developmental stages. Give them their names here, then replace their equivalents under subjects and objects above.
Balance # Kegan equivalent Object Description No skill -1 Prenatal Unable to forge anything but lump of materials Toy 0 Incorporative Mimicking form without function Crude work +1 Impulsive Produces mistakes, substituting for higher skill Novice work +2 Imperial {Novice-Work Task Inhibition}, and {Novice-Work Task Protection} Apprenticework +3 Interpersonal Apprenticework Task Enhancement or Apprenticework Trait Enhancement Journey Piece +4 Institutional {Journey-Piece Skill Enhancement}, or {Journey-Piece Enchantment Enablement} Masterpiece +5 Interindividual Artifact Personality, Masterpiece Skill Imbuement, Masterpiece Statistic Enhancement, Masterpiece Task Imbuement
Groups or Eco-Relations
Groups and Eco-Relations correspond to emotions or ways different things react to one another. They usually remain the same for most periodic tables.
Group Relation Name Description Zero (-,-) Synnecrotic Conflict Failure of old exemplar, old innovation I (0,-) Sacrificial Satisfaction Trying new things shortchanges standard II (+,-) Evangelical Predation Innovation's success begins at a price III (+,0) Commensal Laudation True success is praised for meeting older standard IV (+,+) Symbiotic Cooperation Innovation can actually improve standard V (0,+) Benign Warding Preventing problems can inhibit innovation VI (-,+) Depressed Parasitism Beating the dead horse of past innovations is counterproductive VII (-,0) Angry Sadism Stubborn persistence can backfire VIII (-,-) Same as Group Zero Point of diminishing returns
Minor Conflicts
In the middle of each period, during Group VIIIB, the craftsman comes to realize his or her own sense of perfection is inadequate and must reject its definition of perfection, understanding that the earlier view of quality was preventing any further improvement. Then try to insert a reason why each balance's concept of perfection ultimately fails, forcing an internal reassessment of the skill which must be independent of the master teaching the skill.
Period Rejection Reason +2 There is no perfection I can abstract subskills +3 There is no perfection guilds have arbitrary rules +4 There is no perfection different cultures have their own standards +5 There is no perfection my own standards are arbitrary
Major Conflicts
At the end of each period, in the final Group Zero, the skilled individual comes to realize his or her own weakness and must reject the previous definition of the skill, understanding that that definition represents something it has, not what it is. Replace the word "quality" in the chart below with its equivalent from the good and bad section above. Then try to insert a reason why each balance's subject ultimately fails, forcing it to become the next balance's object.
Period Rejection Reason -1 There is no quality I've got a shapeless lump 0 There is no quality toys are useless +1 There is no quality users think they can complain +2 There is no quality they say, "worth every penny" +3 There is no quality piecework can never be the best +4 There is no quality I haven't achieved the ideal +5 There is no quality I can't work up on this cross
Internal Distinctions
Group VIIIB and the Rare Earths
Genius Trees
Little binary choice-quest trees which define the methods by which people can draw the boxes which thinking-outside-of can make you a genius. Directly related to the minor crises described above.
Name Of Skill Imperial Minor Quest? - type in here the misconception of most societies about this particular skill. The first quest allows the craftsperson to accept or reject the preconceptions of those around him.
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Name of Skill - Imperial Minor Quest
Many cultures assume that this skill requires .
Fairly early in development each craftsperson faces a set of minor quests which test the ability to understand these assumptions. The first quest requires the crofter figure out that it is an assumption in order to complete the quest. The second quest requires the craftsperson to choose between accepting the assumption and rejecting it. The third quest requires the crofter to adopt an attitude towards others who made the other choice in the second quest.
First Imperial Minor Quest
Replace this paragraph with a full description of the quest which requires the skill user to understand that the assumed requirements you have spelled out above are, in fact, only assumptions.
Second Imperial Minor Quest
Replace this paragraph with a full description of the quest which requires the skill user to choose between accepting the cultural assumptions or not.
Third Imperial Minor Quest
There are two possibilities here. The first is:
Replace this paragraph with a full description of the quest which requires the skill user to deal with the fact that some other practitioners do not accept societal preconceptions about the skill. In other words, will they pursue those assumptions evangelically or tolerantly?
The second (to be used if societal norms are not accepted) is:
Replace this paragraph with a full description of the quest which requires the skill user to deal with the fact that some other practitioners do not choose to "think outside the box." In other words, will they rebel openly or quietly?
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Name Of Skill Interpersonal Minor Quest? - type in here the misconception of most guilds about this particular skill. The first quest allows the guild member to accept or reject the preconceptions of others in the guild.
################################################################################ This is the section which must be copied into the page created by the above link.
Name of Skill - Interpersonal Minor Quest
Many guilds assume that this skill requires .
Later in development each craftsperson faces a set of minor quests which test the ability to understand these assumptions. The first quest requires the crofter figure out that it is an assumption in order to complete the quest. The second quest requires the craftsperson to choose between accepting the assumption and rejecting it. The third quest requires the crofter to adopt an attitude towards others who made the other choice in the second quest.
First Interpersonal Minor Quest
Replace this paragraph with a full description of the quest which requires the skill user to understand that the assumed requirements you have spelled out above are, in fact, only assumptions.
Second Interpersonal Minor Quest
Replace this paragraph with a full description of the quest which requires the skill user to choose between accepting the guild's assumptions or not.
Third Interpersonal Minor Quest
There are two possibilities here. The first is:
Replace this paragraph with a full description of the quest which requires the skill user to deal with the fact that some other guild members do not accept guild's preconceptions about the skill. In other words, will they pursue those assumptions evangelically or tolerantly?
The second (to be used if guild norms are not accepted) is:
Replace this paragraph with a full description of the quest which requires the skill user to deal with the fact that some other guilders do not choose to "think outside the box." In other words, will they rebel openly or quietly?
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Name Of Skill Institutional Minor Quest? - type in here the misconception of most skill users about this particular skill. The first quest allows the practitioner to accept or reject the preconceptions of others.
################################################################################ This is the section which must be copied into the page created by the above link.
Name of Skill - Institutional Minor Quest
Many artisans assume that this skill requires .
Fairly late in development each craftsperson faces a set of minor quests which test the ability to understand these assumptions. The first quest requires the crofter figure out that it is an assumption in order to complete the quest. The second quest requires the craftsperson to choose between accepting the assumption and rejecting it. The third quest requires the crofter to adopt an attitude towards others who made the other choice in the second quest.
First Institutional Minor Quest
Replace this paragraph with a full description of the quest which requires the skill user to understand that the assumed requirements you have spelled out above are, in fact, only assumptions.
Second Institutional Minor Quest
Replace this paragraph with a full description of the quest which requires the skill user to choose between accepting the cultural assumptions or not.
Third Institutional Minor Quest
There are two possibilities here. The first is:
Replace this paragraph with a full description of the quest which requires the skill user to deal with the fact that some other practitioners do not accept the deepest preconceptions about the skill. In other words, will they pursue those assumptions evangelically or tolerantly?
The second (to be used if societal norms are not accepted) is:
Replace this paragraph with a full description of the quest which requires the skill user to deal with the fact that some other practitioners do not choose to "think outside the box." In other words, will they rebel openly or quietly?
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Name Of Skill Crucifixion Quest? -
The Elements
- Lumps (Period -1)
- Hydrogen (1) - to be satisfied with a lump is to be angry (0,-) AND (-,0)
- Helium (2) - conflict: lump is failure (-,-)
- Toys (Period 0)
- Lithium(3) - Trying to make shape loses the stability of a lump
- Berylium(4) - even toy success comes at a price (+,-)
- Boron(5) - toys can match a lump's stability (+,0)
- Carbon(6) - true toy success exceeds lump standards completely (+,+)
- Nitrogen(7) - making safe toys can limit their innovativeness (0,+)
- Oxygen(8) - depressing toys offer nothing new (-,+)
- Fluorine(9) - kids get angry if new toys offer nothing new (-,0)
- Neon(10) - conflict: toys are useless (-,-)
- Crude Works (Period 1)
- Sodium(11) - trying to make useful makes it worthless as a toy (0,-)
- Magnesium(12) - success as a crude but useful tool sacrifices toyness (+,-)
- Aluminum(13) - crude success can equal the toy value of a true toy (+,0)
- Silicon(14) - true crude success exceeds toy standards completely (+,+)
- Phosphorus(15) - preventing crude mistakes can limit innovation (0,+)
- Sulfur(16) - depressed crude producers produce nothing new (-,+)
- Chlorine(17) - artisans get angry when they cannot innovate (-,0)
- Argon(18) - conflict: There is no quality, users complain about crude work (-,-)
- Amateur Works (Period 2)
- Potassium(19) - trying to innovate requires foregoing the crude standard (0,-)
- Calcium(20) - an innovative amateur's success can fail to meet the crude standard (+,-)
- Scandium(21) - success as an innovative amateur eventually reaches the old, crude standard (+,0)
- Titanium(22) - true amateur success exceeds crude standards completely (+,+)
- Vanadium(23) - preventing amateur mistakes can limit innovation (0,+)
- Chromium(24) - depressed amateurs produce nothing new (-,+)
- Manganese(25) - artisans get angry when their amateur status precludes innovation (-,0)
- Iron(26) - minor conflict: There is no perfection, even I as an amateur can abstract subskills (-,-) genius track: (internal ecorelation: 0,-)
- Cobalt(27) - minor conflict: There is no perfection, I must choose whether to accept the subskills as my culture traditionally abstracts them or use my own abstractions (-,-) genius track: (internal ecorelation: +,-)
- Nickel(28) - minor conflicts: If I chose to accept my culture's abstractions, I must choose whether to tolerate those who do not; if I chose to follow my own abstractions, I must choose whether to do so openly or to pretend to accept societietal norms (-,-) genius track: (internal ecorelation: +,0)
- Copper(29) - trying to innovate requires foregoing the crude standard (0,-)
- Zinc(30) - an innovative amateur's success can fail to meet the crude standard (+,-)
- Gallium(31) - success as an innovative amateur eventually reaches the old, crude standard (+,0)
- Germanium(32) - true amateur success exceeds crude standards completely (+,+)
- Arsenic(33) - preventing amateur mistakes can limit innovation (0,+)
- Selenium(34) - depressed amateurs produce nothing new (-,+)
- Bromine(35) - artisans get angry when their amateur status precludes innovation (-,0)
- Krypton(36) - conflict: there is no quality, users can complain about amateur work, saying, "You get what you pay for!" (-,-)
- Apprenticeworks (Period 3)
- Rhubidium(37) - trying to be included in the guild requires foregoing my amateur standards (0,-)
- Strontium(38) - an apprentice's success can fail to meet the amateur standard (+,-)
- Yttrium(39) - success as an apprentice eventually reaches the amateur standard (+,0)
- Zirconium(40) - true apprentice success exceeds the amateur standard (+,+)
- Niobium(41) - preventing apprentice mistakes can limit innovation (0,+)
- Molybdenum(42) - depressed apprentices produce nothing new (-,+)
- Technetium(43) - apprentices get angry when their apprenticeship precludes innovation (-,0)
- Ruthenium(44) - minor conflict: There is no perfection, guilds have arbitrary rules (-,-) genius track: (internal ecorelation: 0,-)
- Rhodium(45) - minor conflict: There is no perfection, I must choose whether to accept the guild rules or make up my own (-,-) genius track: (internal ecorelation: +,-)
- Palladium(46) - minor conflicts: If I chose to accept the guild traditions, I must chose whether to tolerate those who did not; if I chose to make my own rules, I must chose whether to do so openly or to pretend to accept them (-,-) genius track: (internal ecorelation: +,0)
- Silver(47) - trying to be included in the guild requires foregoing my amateur standards (0,-)
- Cadmium(48) - an apprentice's success can fail to meet the amateur standard (+,-)
- Indium(49) - success as an apprentice eventually reaches the amateur standard (+,0)
- Tin(50) - true apprentice success exceeds the amateur standard (+,+)
- Antinomy(51) - preventing apprentice mistakes can limit innovation (0,+)
- Tellurium(52) - depressed apprentices produce nothing new (-,+)
- Iodine(53) - apprentices get angry when their apprenticeship precludes innovation (-,0)
- Xenon(54) - conflict: There is no perfection, my products are like all the rest (-,-)
- Journey-pieces (Period 4)
- Cesium(55) - a journey can cause a guilder to experiment with the guild standard (0,-)
- Barium(56) - a journeyman's success can still fail to meet guild standards (+,-)
- Lanthanum(57) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: +,+)
- Cerium(58) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: 0,+)
- Praseodymium(59) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: -,+)
- Neodymium(60) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: -,0)
- Promethium(61) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: -,-)
- Samarium(62) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: -,-)
- Europium(63) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: -,-)
- Gadolinium(64) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: 0,-)
- Terbium(65) - success as a journeyman can eventually meet a broader guild standard(+,0) - genius track: (internal ecorelation: +,-)
- Dysprosium(66) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: +,0)
- Holmium(67) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: +,+)
- Erbium(68) - success as a journeyman can eventually meet guild a broader standard (+,0) - genius track: (internal ecorelation: 0,+)
- Thulium(69) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: -,+)
- Ytterbium(70) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: -,0)
- Lutetium(71) - success as a journeyman can eventually meet a broader guild standard (+,0) - genius track: (internal ecorelation: -,-)
- Hafnium(72) - true journeyman success exceeds guild standards (+,+)
- Tantalum(73) - avoidance of journeyman's mistakes can inhibit innovation (0,+)
- Tungsten(74) - depressed journeymen cannot innovate (-,+)
- Rhenium(75) - journeymen get angry when working for others prevents creativity (-,0)
- Osmium(76) - minor conflict: There is no perfection, each culture has its own standards (-,-) genius track: (internal ecorelation: 0,-)
- Iridium(77) - minor conflict: There is no perfection, I must choose whether to accept other standards (-,-) genius track: (internal ecorelation: +,-)
- Platinum(78) - minor conflicts: If I chose to accept local standards, I must choose whether to be tolerant of those who don't; if I chose not to accept them, I must choose whether I do so openly or pretend to accept them (-,-) genius track: (internal ecorelation: +,0)
- Gold(79) - a journey can cause a guilder to experiment with the guild standard (0,-)
- Mercury(80) - a journeyman's success can still fail to meet guild standards (+,-)
- Thallium(81) - success as a journeyman can eventually meet a broader guild standard (+,0)
- Lead(82) - true journeyman success exceeds guild standards (+,+)
- Bismuth(83) - avoidance of journeyman's mistakes can inhibit innovation (0,+)
- Polonium(84) - journeymen cannot innovate working for others (-,+)
- Astatine(85) - journeymen get angry when piecework prevents creativity (-,0)
- Radon(86) - conflict: There is no quality, day work prevents me from having total control over my own standards (-,-)
- Masterpieces (Period 5)
- Francium(87) - with my own shop I can risk innovations which fail to meet the piece-work standard (0,-)
- Radium(88) - successful innovation can miss old standard (+,-)
- Actinium(89) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: +,+)
- Thorium(90) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: 0,+)
- Protactinium(91) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: -,+)
- Uranium(92) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: -,0)
- Neptunium(93) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: -,-)
- Plutonium(94) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: -,-)
- Americium(95) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: -,-)
- Curium(96) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: 0,-)
- Berkelium(97) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: +,-)
- Californium(98) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: +,0)
- Einsteinum(99) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: +,+)
- Fermium(100) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: 0,+)
- Mendelevium(101) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: -,+)
- Nobelium(102) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: -,0)
- (103) - success in my own shop can eventually meet the old, piece-work standard (+,0) - genius track: (internal ecorelation: -,-)
- (104) - true success of the master exceeds old standard as well (+,+)
- (105) - being overly cautious about errors can limit the master's innovation (0,+)
- (106) - the depressed master cannot innovate (-,+)
- (107) - I am angry even a master cannot exceed the limitations of self (-,0)
- (108) - minor conflict: there is no perfection, my own standards cannot be achieved without breaking rules (-,-) genius track: (internal ecorelation: 0,-)
- (109) - minor conflict: there is no perfection, I must choose whether or not to break the rules openly (-,-) genius track: (internal ecorelation: +,-)
- (110) - minor conflicts: if I choose not to break them, I must choose whether or not to tolerate those who break them; if I choose to break them, I must choose whether to do so openly or in secret (-,-) genius track: (internal ecorelation: +,0)
- (111) - with my own shop I can risk innovations which fail to meet the piece-work standard (0,-)
- (112) - successful innovation can miss old standard (+,-)
- (113) - success in my own shop can eventually meet the old, piece-work standard (+,0)
- (114) - true success of the master exceeds old standard as well (+,+)
- (115) - being overly cautious about errors can limit the master's innovation (0,+)
- (116) - the depressed master cannot innovate (-,+)
- (117) - I am angry even a master cannot exceed the limitations of self (-,0)
- (118) - conflict: a gang of peasants is nailing the master to a tree (-,-)
</pre>
See also Weaponsmith Template, Weapons and Artifacts.
— Tovvack? - 01 Jul 2000
— Ged The Greys Hain - 01 Jul 2000 [Wrapped the templatey stuff in <PRE> tags to make it easier to clone]
— Scotus - 02 Jul 2000 [which <PRE> tags should be removed to preview changes on this page]
— Scotus - 02 Sep 2000
— Scotus - 16 Dec 2000 [finalized effects of periods]
— Scotus - 17 Dec 2000 [finished the sucker and put <PRE> tags back in]
