The daily and master writs are something but I was thinking about how to flesh out crafting to make it a more complete game, along the same line as how thieves have their instantly repeatable quests. This is what I came up with - Craft & Courier quests.
Like the name suggests, you craft stuff and then deliver. But with a twist. To combat fraud and theft, the Mage's Guild develop strongboxes into which a copy of crafting contracts can be inserted. Once inserted, that transparent (so the crafter can read the contract) compartment seals and the box is ready for pick up by a crafter. Once a crafter has made the required goods and placed them in the box, it seals, displays a glowing Mage Guild logo as their seal of approval, and can now only be opened by the contract's intended recipient. The box can also always be instantly located by the Mage's Guild should anyone be foolish enough to waylay a courier and take the box..... though the world is full of fools so banditry attempts could be incorporated to make the quests more exciting.
Here's the crux of the twist - the magic of the box is such that it can't travel through wayshrines. Any attempt by a carrier of one will simply fail. So you have to ride, boat wagon etc. from the crafting location/s (a contract might require you to make items from several different sets) to the target. Any job would then involve determining if you have the necessary materials and if not, acquiring them. Determining the best route from pick up to each of the crafting locations and finally to the recipient. Then crafting and delivering.
If they wanted to get fancy, the Mage Guild crafting box could display on your horse somewhere (maybe right behind the rider) so that players who see you pass know they're seeing Craft & Courier gameplay. Those who don't know about it might see the box and wonder what it's all about. And those foolish bandits who might lurk at particular locations would know to attack the courier rather than other passers by.
What happens if you can't defeat those bandits? You visit the local Mage's Guild and they tell you which delve the bandits have scurried off with your box into. You have to retrieve it. If you can't or don't want to (for roleplay or play preference reasons) then you can form a team and get help. Or you can visit the local Fighter's Guild and contract them to retrieve your box. After a random delay your box will be available for pick up from that FG. You can either hang around there or be notified by mail and return later.
Attack by pirates or sea monsters if you take a boat is another possibility.
Benefits
- Makes crafting a more substantial, complex and varied gameplay element, rather than a rinse and repeat virtually identical daily.
- Could help to provide more demand for top tier resource and style materials.
- Would make the original maps more relevant as end-game content and riding around and enjoying them into rewarded gameplay.
- In terms of development it would be relatively easy. With the exception of displaying the boxes on mounts it would mostly be text / UI. The world is there and full of crafting stations. It's already full of NPCs who could be contractors and / or intended recipients. If they do banditry that would be similar to existing dynamic spawn content but probably concentrated along roads.
There's not much scope in the base idea for group gameplay but that could be worked in by adding a risk factor to each assignment, eg. the contractor or recipients having enemies who would want to interfere with delivery. Or increased bandit activity in areas you'll need to pass through. That level of risk could factor into bandit spawn size, strength and frequency. Also how strongly defended the box would be if you lose it (though that might require privately instancing a delve so as not to interfere with regular players). Accordingly pay for the assignment could be substantially better for more dangerous assignments but might require multiple players to complete.