The way I interpreted 'Help Props' was that making a prop item from material, that would be non-wearable and non-functional, would not be skill dependent and would likely not have a large (if any) value. The basis for this interpretation were the following lines:
a non-clothing object meant to represent an item, but providing no functionality for that item. Plainly, a prop is a make-believe version of something.
A good example of a prop would be a walking stick (as long as it wasn't giving the appearance that it could be a good weapon) or a simple music player.
I assumed that you wouldn't go to PC tailor and ask them to make you a shabby aluminum walking stick, or ask a PC tailor to make you an mp3 player. The way the help file reads, at least to me, is that to make a non-functional prop, you would use the tailoring system, but not produce anything of value. You would make a 'make-believe version of something
Before pointing it out to me, I do understand that the help file has SEE ALSO 'Help Tailoring' but I assumed that this was to reference the syntax necessary to create an item.
This misunderstanding could be due to me being new, and the help file being a little vague. I think a line that clarifies skill dependence (such as in the makeup BB post) would be nice.
Idea - all players get the ability to make one free RP flavor prop per four months, with a limitation that they can only have one prop instanced in the game at a time. Freebie props are generated in the @OOC environment. Prop has no significant value and cannot be worn. Prop items are flagged, so that if they are trashed/sold/recycled, they are summarily deleted and not maintained on database. Only if the player's freebie prop has been deleted from the gameworld, are they able to generate a new one when the timer rolls over.