'Law' - do you mean the giving and executing of laws (i.e. governments creating laws), or the study and debating of of law (i.e. lawyers)?
'Theology' is distinct from 'Religion'. Theology being specifically the study of scripture and the study of the nature of God. For example, a pastor might not be a theologian, but a teacher usually would be. (Theologian = biblical scholar, not necessarily a priest). It's the christian version of a philosopher.
- Tannery - shouldn't it be Tanning? (I'm not a native English speaker)
Yes, sorry. [Tannery] is the location, [Tanning] the task, [Tanner] the occupation.
I made a few other mistakes. For example, Wikipedia seems intent on arguing that 'Cobblers' only repair shoes, they don't make them (a Cordwainer makes shoes, apparently). 'Cordwainer' as a term isn't at all common in the United States, but 'Cobbler', while no longer used in practice, is more well-known from fairy tales and history. However, Cordwainer fits very well into the archaic-sounding titles and might be a better fit for your game.
Blacksmith - is it really a name of a task? Not just a profession? Isn't it "blacksmithing" or something?
Another mistake. Yes, 'smithing', 'forging', 'crafting', 'smelting' would be more likely the task name. 'blacksmithing' wouldn't sound correct.
- Milling (flour making) - should I use just "Milling" maybe? Is it sufficiently clear that it is to produce flour?
Yes you can - but bear in mind that there are more kinds of mills than just wheat-mills.
- Apiarist/Beekeeping - I have a problem here, you actually go to a forest and gather honey combs, then you extract the honey combs and make honey (both these actions use "Apiarist" skill). The thing is, you techically do not keep any bees, so "Beekeeping" is not correct/is misleading.
'Honey forager', maybe? I'm not aware of a specific English title for that. If someone finds a honey-bee hive in the woods, they (in real life) used to just relocate it to a more convenient spot on their own property.
I'd use 'Apiarist' anyway, just because it sounds cool.
Should I use more "___ making" or "___ crafting"?
It's a matter of aesthetics - both are acceptable.
Personally, I dislike seeing a long list of "______ [word]" regardless of what [word] is. I, as a non-professional hobbyist game designer, would prefer single-words to double-word tasks, unless the single-words aren't descriptive enough. Tossing in a few "______ [word]" into the list is fine to me, but then I'd vary up what the [word] is, depending on context.
While those are acceptable, for artistic reasons I'd replace it with:
...avoiding using the same word more than once if I can help it.
Smelting, Jewelry, Blacksmith - These are special case, generally you use blacksmith skill to do everything related to iron, EXCEPT smelting iron ore into iron ingots shoich use smelting. Similarly the same smelting skill is used to smelt precous ores by the jeweller to make jewelry. I found out it's quite confusing to players... I wonder, should I remove smelting and just use blacksmith/jewelry for ingots as well?
There are game design reasons why you might want multiple different players to have to participate together to produce a final product. You'd have to figure out why it's confusing. Is it actually "confusing", or do they just not like it? What don't they like about it - is it too time-consuming, do they feel the 'smelting' skill is too limited in use that they are wasting skill points on it?
A general rule of thumb in game-design is that if a player tells you something is wrong, consider it carefully and think through it. But if a player tells you how to fix it, cover your ears and don't listen. Players make bad designers, but they do know when they aren't enjoying something.
You have to consider as a designer what purpose the skill has, and whether you should expand its purpose (i.e. add more features and abilities to the 'smelting' skill), eliminate its purpose (e.g. remove iron ore and smelting entirely), or consolidate its purpose (i.e. merge it into blacksmithing).
What you do would be dependent on how your game works, and what you think as a designer would be 'best' for the game and the players as a whole. 'Best' doesn't always mean most enjoyable immediately - sometimes undesirable (from a player-perspective) design decisions make the game overall more enjoyable.
Edited by Servant of the Lord, 29 April 2014 - 04:38 PM.