The first line is key to me: “ICRPG makes weapon and gear crafting simple with the EFFORT system.”
If you understand how effort can be used to solve problems, crafting can become really straightforward. An example would be spending a HEART of EFFORT to sharpen your sword to deal D8 damage instead of a d6. Boom! I just enhanced my sword.
Maybe you want to craft a super awesome bow, and so you hunt down some petrified Nightwood that has been buried in the Dead Lands for 500 years and then take it to a craftsman who will spend 3 HEARTS of effort to create it, filling 5 Points of Effort each session unless you find some ways to help speed things along. Afterward, you’ll come back and have a bow that deals d8 damage and destroys armor if shot at NEAR range.
The trick I keep in mind is how limiting downtime makes effort more potent. If you’re in the middle of the dungeon, and you want to spend your time sharpening your blade to get that bonus, that’s your choice, but you will be forgoing actions that could be spent with the problems at hand, like the ogre barreling at you. If time is no issue then the effort system loses a bit of its punch.
You then add in things like tags, DIY modifications, and all sorts of narrative elements like Chris mentioned and you’ve got a lot of tools to play with