Well, there have been worse escapes. Packing yourself into an unstable airship as the world burned around you with eldritch fire, then attempting to flash-burrow through planes in order to escape what for all you know may have been a global armageddon. Just a pity the world flashed to brilliant lights soon after, which is when you suppose you lost consciousness.
On the bright side, you did wake up afterwards; as last-ditch certain-death avoiding maneuvers trying to breach the space between worlds go, that's got to count for quite a bit. That sensation of falling, and even hitting the ground, before you woke up was a little unsettling, though, as is the fact that you're now completely naked and there's no trace whatsoever of your ship. Nor is there any sign of civilization, and frankly you really don't recognize this particular spot of wilderness, even from vague descriptions. Plus you were trying to escape to another dimension, so just where did you end up?
Well, nothing to be done about it now. Best make the best of this you can, because things are about to get very interesting around here...
Loot dungeons, till fields, and manage peasants! What's not to like?
Essentially, you struggle to not starve to death, die of thirst, or be mauled by savage wolves until you can get yourselves a stable supply of food, water, and shelter. Once that's done, you can start trying to acquire better equipment and nicer things, possibly even NPCs to work for you, as well as begin raiding dungeons for special loot.
Creatures, including players, are generally represented by a crude drawing of them. Creatures may acquire skills, take damage, and must eat and drink to survive.
However, many creatures are not alone in the world, but rather organized into tribes. Players might find and interact with tribes in their journeys, and it's likely they'll be able to form or join a tribe of their own at some point.
The most common method of forming a tribe is by producing offspring that are then loyal to you, but gathering up lone individuals or taking control of an existing tribe are also possible. Regardless of the method of acquisition, loyalty in a tribe depends on how many members there are and how well they are treated, both in general and relative to everyone else. Larger tribes with few amenities tend to fragment in short order.
Keeping your subjects happy and under your command generally requires providing them with luxuries, which are simply things they want. Luxuries are also important for allowing creatures to utilize their full potential- skilled individuals subjected to adverse conditions may find themselves unable to perform at maximum effectiveness.
Joining a tribe is arguably more difficult than forming one, as most tribes must be thoroughly impressed to allow an outsider into their ranks. That said, being part of an established organization can have its benefits.
Note that the size of a tribe tends to influence how much trouble they receive, as well as frequently complicating whatever problems they suffer from normally.
Occasionally, strange dungeons might appear or disappear. Fearsome enemies and valuable prizes might await inside them, and they tend to be a prime source of rarer materials and obscure knowledge.
More generally, Dungeon Mode also refers to any immediate actions, such as non-dungeon related combat or diplomacy.
Dungeon Mode has no particular timescale associated with it, but is generally rather brief.
Each turn in Sim Mode is equal to a day, and represents reasonable effort in producing goods, constructing things, or other long-term activities.
Creatures generally require a unit of food and a unit of drink each day.
Skills are related collections of labor. Skills are measured by their current level, and denoted by their name followed by their level.
Mining 1 (2xp)
Woodcutting 0 (4xp)
Most skills provide a bonus equal to their level, either to a roll, the magnitude of their effect, or something different.
Every time you use a skill, you have a chance to gain experience in it. A natural, unmodified roll of 1-2 results in no xp gain, a 3-4 yields one point, and a 5-6 yields two. Skills cost their next level x 10 in xp to acquire; for instance, Mining 1 costs 10 xp, while Mining 2 costs 20 xp above that.
Bonus experience may also be gained from completing important objectives or achieving great accomplishments.
Special skills may also be acquired by special means; chiefly, finding appropriate rewards in dungeons. Special skills differ from regular ones in that they require special activation to learn, are often based upon the individual in question, and often have effects considerably different from mundane skills.
Generally speaking, construction follows DF guidelines- each unit of material may be fashioned into a wall, floor, or similar one "tile" wide, with each tile being roughly large enough for a single piece of furniture.
While constructions are relatively stable, some events and conditions may damage them, warranting maintenance or repair.
Crafting works more or less as one might expect, save for a few surprises.
Breeding is the method whereby tribes acquire more members. In most cases, it requires 10 food and an action from each of two compatible members.
The results of breeding are randomly determined from each parent. In the case of two identical parents, this means the resulting offspring will also be identical. In cases where the parents are of different species, the child will randomly be one or the other. In cases where the parents possess different coloration or similar nuances, the offspring will randomly acquire each trait separately from one parent or the other. Some features may also be analogous enough with others to qualify for possible color inheritance, even if the child lacks the literal feature in question.
Compatibility is normally very simple- any creatures of the same type may breed with each other, while outsiders cannot. Removing this restriction requires a Courtship Quest.
A Courtship Quest is a special effort undertaken by an individual, either on their own or on behalf of their tribe, for an individual of a different species, also personally or on behalf of a greater collection. Any creature may assign a Courtship Quest, but simply convincing them to do so usually requires special effort of its own. Creatures may only authorize such quests on behalf of those they have authority over, and most individuals are very reluctant to bypass their superiors; consequently, gaining compatibility with a tribe usually requires dealing with that tribe's leader(s).
While the specifics may vary, most Courtship Quests consist of three parts- Fetch, Craft, and Act. Fetch generally means harvesting some useful material; Craft means using that material for some purpose; and Act means performing some action, usually one aided or made possible by the previous steps. All three steps are usually designed to both benefit the questgiver and represent the tribe's qualities.
Note that this game may require you to post certain information with every action. While this is not currently in effect, please be prepared to provide stat blocks should the complexity or amount of information being tracked require it.
Name: Self evident
Physical Description: By default, all players will have a crude, simple drawing done to represent them, so make sure this includes any basics you'd like to appear. If you'd prefer to do your own drawing, you may say so or provide one immediately. Submitted drawings must be capable of being recolored and modified without too much effort (or skill). Ideally, they should also fit the motif of the rest- fairly simple, with bold lines and solid colors.
Mental Description: Personality and such.
Skill/Trait: All players begin the game with one special skill at level 0. This skill may represent the results of personal training, racial ability, or something different, but all such skills are heritable by default and representative of you in a serious way. Ensure that your skill is both useful and fitting, because it will have an influence on your entire character. Alternatively, you may select a trait, which is a bonus that cannot be leveled. Traits are generally weaker than skills, and should generally only be selected if there's some specific, yes or no feature you want in place of a scaling ability.
Bio: A general description of anything relevant in your past. Note that you begin the game with no items and no skills, the transition between worlds apparently having wiped everything away. Your memory is likely a bit fuzzy as well, though the extent and form of this is left to your discretion.
Note that waitlist players will probably join under different circumstances, presumably being natives rather than extraplanar refugees. This is subject to change, however. Players who die and rejoin may also have the option of rejoining as one of their descendents, assuming they have any, rather than an entirely new character.