On the Coast of the
Unnamed Sea there is the
Unnamed Forest, Situated at the feet of an
Unnamed Mountain, and Next to an
Unnamed River which separates the woods and mountain from the
Unnamed Plains. Perpendicular to the river is an
Unnamed Road, and on this road there is an
Unnamed Inn The inn has three bedrooms and a living quarters, as well a kitchen and Master Bedroom in the basement. Behind the Inn there is a small garden full of fresh fruits and vegetables (
1 yellow pepper like plant, 1 root plant, 1 leafy plant), and beside the garden a small
Tiny Egg-laying Bird coop, and a pair of
Small Milkable Animals. On the way to the inn are three people, all planning on taking advantage of the free open land surrounding the inn. Will they lumber for wood? Fish in the sea? Carve the mountain searching for ore or valuable gems? Perhaps they will start a ranch full of animals, a farm overflowing with grain or other bounties, an orchard rich with fruit, or a vinyard rich with.. also fruit. The inn keeper (me) knows not, but he does no that with these three visitors will come more, and with them more precise trades, or perhaps rival industries.
Tech wise is a bit anachronistic, but it's mostly medieval, but with a more free market feel then serfdom.
Turns take place in a single day, Which is separated into 4 phases (technically 5). During each turn a player may role play as much as they wish, and perform actions. The phases are as follows;
Night
Dawn
Midday
Evening
Night (Night does not go into the next days night, it goes to Dawn.)
Whenever one phase turns in to the next each player gets slightly more tired and hungry. They can also become tired by performing actions. Each phase a player can take 3 actions. Actions include traveling (moving from one quadrant to another), Eating, Resting, Performing chores (chores are things that are minor and must be performed each day (watering and feeding animals, taking care of plants, milking things that can be milked, collecting eggs, etc(Chores are only those that relate to each other, so taking care of plants would not be the same type of chore as taking care of animals, but taking care of animals while also milking them or harvesting laid eggs would be.))) It can also be used to continue progress on various projects the character may be trying to complete (Building a piece of furniture would be a simple project, while building a ship would be a much longer and bigger project) multiple people can help with projects as long as they have the skill (or a close enough skills, such as carpentry to help in building a boat (normally a shipwright skill)) required.
Skill checks are a roll on a d6, 1-3 are failures, while 4-6's are successes, successes either complete the project (such as killing one's prey as a hunter, or catching a fish, etc) or adds to the projects completeness score (4's would add little, while a 6 would add quite a bit more). Players earn skills every new year as they look back and reflect on the pass year. Failures do nothing unless all rolls are a failure, which are massive failures, their results are determined by a gm (just me at the moment, the innkeeper is an npc and overall magician, since he never tires, doesn't need to eat, and never fails checks(not that he will ever make checks))
Name: (First and Last please)
Gender: ( :I )
Age: (older = more skill)
Profession: (This will determine what skills I'll probably assign you.)
Description: (Tell me about your character so I can try to make them the way you want them to be, add your goals if you wish)
GM STUFF
Traits:
Skill:
Hunger: {Fine} (Only goes down with time, only goes up by eating, the levels are Stuffed, Full, Satiated, Fine, Hungry, Famished, Starving)
Energy: {Fine} (Goes down with time and whenever you perform some actions, or if you are hungry or lower. Only goes up with rest, sleep, or eating some foods.) The levels are Energized, Fine, Tired, Exhausted)
Fatigue: {None} (Whenever a phase passes when you are starving or exhausted, or you over work yourself if exhausted, you gain fatigue, which each point is a negative to your rolls (you will get negatives for rolls by being tired or exhausted) Fatigue can only be healed with sleep.
Health: {Fine} (Health is lowered whenever you are injured or sick. Injuries must be treated, sickness requires only requires not becoming fatigued in anyway.)
Assets: To be determined
Okay, I think I explained it pretty good, but I'm probably wrong.
To do:
-Get the first 3 players (I will be playing favorites in my choices, it will not be first come first serve, when a room becomes available in an inn or another player's home (if they let you live with them that is) then it will become first come first serve (maybe)
-Name everything
-Answer inevitable questions.
I will be using a grid map for building space (each square would have 4 mini-squares, a room takes 1 square, second story adds another room in that mini-square, other things may take up only 1 mini-square or all 4 (such as a field or pasture))