
(03-12-2017, 09:13 PM)Amnesic Wrote: Well in defense of traveling, there are a few reasons one might begin to travel.
I mean, there's no need for a defense, but ok, let's talk about this.
(03-12-2017, 09:13 PM)Amnesic Wrote: First, they never may have had a master, they just taught themselves and they like it that way.
Sure, fine. That doesn't make traveling viable in order to ply a trade that would likely find you mending things and charging people. Then comes the issue of supplies not only for your trade, but for moving from spot to spot, which brings us to...
(03-12-2017, 09:13 PM)Amnesic Wrote: Fourth, money. It's not likely you'll be earning much money, if at all in a workshop with a master. Money tends to drive trade as it is essential to survival in an economy; if you can't get work and as result, sustenance, you either have to change or move on somewhere else.
Yeah, no. See, if money is a problem, then so is food. Food is something you need to travel. So is shelter, and protection, particularly given that it's a pre-industrial society. If we're paying fare to someone to ferry you from spot to spot, where's that money coming from? How much are you producing in order to cover these expenses? Where are you producing your products? Are you just stitching this shit in an alleyway, or by the side of the road, or what?
A workshop provides a central location to keep necessary materials (rolls of fabric are kind of heavy, so are looms, spinning wheels are cumbersome, you get the idea) out of the elements/unstolen. A master's name provides your claim to being capable of fixing people's shit/producing new things much needed legitimacy.
If some grubby dude staggered up to you on the road, with a backpack full of random fabric, then waved a rusty needle at you and said "Lemme make you a dress, sweetheart", would you take him up on the offer?
If you would, you're far, far more brave than the rank-and-file citizen.
(03-12-2017, 09:13 PM)Amnesic Wrote: Second, there's a chance you might have found your master unlikable or incompatible with you as a student. No use sticking around then, just use what you've got and go from there.
Third, (falls under second, somewhat) maybe you just wanted to show off your talents and you felt expressively stunted in the workshop by your master, or that training just wasn't doing anything for you and desire to flex your imagination with the weaving.
These stand up. The latter...somewhat less. Like...where are you going, fam? Who's gonna let you just show up, and show shit off? Who're you gonna show it to?
Looking for someone to teach you new shit is a good angle, though. Go with that, OP. Be like "If I have to stitch one more pair of plain, beige slacks, I'm gonna save up, buy a gun, and blow my fucking brains out all over the shop floor. BBL, turds. Gonna go find out what color is."
(03-12-2017, 09:13 PM)Amnesic Wrote: On the term of functionality versus fashion, there will be people at every level trying to be fashionable (entertainers, especially), but I do agree here being a person who opts for functionality rather than style in real life, the lower classes of society are more likely to spend on durable things and fashion is merely a bonus.
Yeah, of course they'll be looking to be fashionable, but "want to" and "actually capable of affording to" are two different things. Even then, fancy shit tends to be like a one-time purchase, and unless you're Eorzea's first car salesman, or real-estate agent, you're not making a living off one-time purchases.
Name'a that game is volume if you're not some well-to-do jerk's personal tailor, feel me?