Smithcraft Apprentice Guide

Roleplaying an Apprentice

One of the most frequently asked questions is, "Okay, now that I'm a Smith, what do I DO next?"

First and foremost, delight in your time as an apprentice. Many people in many crafts would probably tell you that their apprenticeships were the most 'enjoyable and fun' part of being a crafter. Some go so far as to refuse promotion beyond the apprentice level. Remember, being a J'man/Master means a more OOC work, and in some cases, a lot less RP. Rank isn't everything.

You should work on developing your character "as a Smith". What would your character be doing during this time in the Hall? Lessons, chores, more lessons, the occasional prank perhaps, more chores, interacting with the other apprentices and staff of the Hall, deciding on a subcraft, more lessons, IC meetings, attending public events, of course, a few more lessons...as you see, apprentices are constantly striving to learn their craft.

Since you will be learning, it's important that you do NOT play your character at their peak level. You won't be crafting the perfect flamethrower your first try, nor have all the elements memorized in a sevenday. You'll be expected to make mistakes, in fact, if you don't, people will be unimpressed with the 'believability' of your character.

Most apprentices would never leave the Hall, at least not on any long-term basis, restricting themselves to the general vicinity. ICly then, you wouldn't be far from the Hall at any given time unless accompanying a Journeyperson or a Master, or running an errand. Given the nature of the game, however, you are NOT restricted to the Hall's confines. If you do travel, please think up an IC excuse for being in the area; running errands for Masters or such is always good. If in doubt, ask. Keep in mind that the world of Pern is HUGE, and that hopping a travel wagon from Fort to Benden wouldn't be a matter of just a few hours riding time.

Unless you have a history that includes actually having been established in another Hold/Hall/Weyr, you wouldn't have 'living quarters' any where else. Upon joining the Hall, most people move in with everything they own, and stay there until they leave, either leaving the Craft, or being posted.

The life of an apprentice isn't a cushy one. You'd have very little in the way of belongings, your clothes would tend to be very modest and of inexpensive, sturdy materials, your ornaments wouldn't contain precious metals or jewels, and you wouldn't have a lot of 'pets', INCLUDING firelizards. This isn't to say there can't be exceptions, but it might be a good idea to check with others in the Hall regarding any out of the ordinary resources or talents you might want to display.

Projects are required as part of the Craft, and many people enjoy working on them, from learning coding to descing a glass bowl, from writing scrolls of chemistry to taking part in planning a cross craft gather. If you're at a loss for things to do, ask your fellow Smiths. If people aren't able to help you at the moment, don't take it as an indication they aren't interested, it might be that they are doing other things that preclude them from helping at that time.

Attending IC events is HIGHLY encouraged, especially if you are interested in promotions of any sort. If the Masters don't know you, don't see you around, and aren't aware of what you're doing, we really don't have any basis for promotion decisions. In the past IC events have ranged from attending Gathers outside of the Hall, Cross-craft gathers held in the Hall, Hall Dinners and meetings, and lessons prepared by the various Masters. Some of the meetings, while held in an IC manner, tend to deal with OOC events. If at all possible, try to attend these meetings. Policy decisions, news of changes in the Hall structure, promotions, etc., all take place at these meetings.

There is nothing more discouraging for those putting together lessons and classes than to take a large amount of time to prepare something and then have no one attend. This has happened so often during the past that many of the Masters are reluctant to even attempt such classes now. If these are the kinds of IC activities you'd like to see, then be sure to make that known to the various Masters, and then follow through.

The Hall is only as vibrant and interesting as the players make it. If you are constantly off in some other locale, then it becomes more difficult for people within the Hall to interact with you. Invite your friends to visit you, show them around, climb up the water wheel, have a picnic, visit the lower meadow. Promote the Hall as a hub of RP, and it will be just that. Leaving because it is 'boring', and waiting for things to happen pretty much condemns it to stay that way.

Daily Schedule

To get an idea of a Smith apprentice�s daily life, take a look at the schedule below:

5-6 Wake, dress, wash, replenish the water tubs in the workshops, sweep the floors, empty the waste buckets.
6-7 Breakfast, wash.
7-11 Classes. Workshop instruction, cleanup.
11-13 Lunch, wash. Study, work on projects.
13-17 Classes and/or workshop instruction.
17-18 Dinner, wash.
18-20 Study, work on projects, relax, bathe.
20-5 Sleep.


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All references to worlds and characters based on Anne McCaffrey's fiction are copyright Anne McCaffrey 1967, 2000, all rights reserved, and used by permission of the author. The Dragonriders of Pern(r) is registered U.S. Patent and Trademark Office, by Anne McCaffrey, used here with permission. Use or reproduction without a license is strictly prohibited.

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