Well, some crafts are so common-sense that you can start the character with them at their request while others are reasonably limited. One good way to determine that is by having players submit a background/history for their character. If their background suggests that they'd possess a particular craft, then it's reasonable to give it to them. So, if they're from a desert region, it's unlikely they'd know how to make a fishing pole or identify forest flora.
Keep in mind that if your economics are guild-based, it stands to reason that the guilds would endeavor to keep their crafts exclusive to guild-members only. So even if their background suggests that they've got a possible exposure to such crafts, they still might not know them due to the guilds' unwillingness to let just anyone know the tricks of their trade. So, while a character may have grown up in forest, they still may not know which plants have healing abilities because the apothecary's guild doesn't reveal that kind of information.
Take care,
Jason
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