This is a game about...village building. Yeah, let's go with that. It's about village building by you guys who invariably travel through time. Or something.
Basic Rules
A year is 4 seasons, each season is two parts (Early Spring, Late Spring)
Depending on situation turns take on smaller units of time.
Battles resolve instantly but usually "happen" in about a week, marching time notwithstanding.
Each player essentially runs a "guild". Party, guild, posse, skill, however you call it.
Each guild has a "Major" specialization. This is what your guild is known BEST for (and get the biggest check bonus for). Having superbly high skill in Spears, for example, would cause the enemy on the battlefield to run in terror when your spearmen arrive on the field.
Each guild has up to 4 "Minor" specializations. These increase slower but are kinda "we're branching out" type things. Not as well known but respectable enough.
Minor specializations can be added or modified at any time, up to 4 total though. Caveat: Doing so loses all skill and influence the specialization has. There's some spillover from other specializations ("They're doing Spears now and since they do Axes so well they should do Spears just fine" type of mentality)
All players can conduction actions outside their specialization (much like one of your guys goes out and gets some builders to make something: your guild has no builder preference but other people can get the job done).
Actions outside the specialization receive no roll bonus.
The Skills are (and these are added as players come up with new ones, such as Combat Jet Flying if someone invents an F-16 or something)
Combat - Implied for everyone (at 1).
Horse Riding - Implied for everyone (at 0).
Swords - skill with bladey weapons.
Spears - skill with stabby weapons.
Axes - skill with hackey weapons.
Archery - skill with shootey weapons.
Farming - gathering crop foodsy things.
Orchards - gathering tree foodsy things.
Gathering - gathering everything else foodsy.
Mining - dink, dink, dink.
Fishing - Of the spear variety (nets if by coast).
FurnaceOp - yep.
SmithWeapon - dude makes slashy.
SmithArmor - dude makes blocky.
Metalcraft - yes, yes I am. Makes trade goods/embroidery.
Weaving - spin spin spin.
Clothing - dude makes tunicky.
MakeSmallItem - Souvenirs and the like.
Builders - Make houses n'stuff.
Hunting - Skill at tracking and bringing down game quickly.
Writing - Specialized teachers/priests/whatever.
Wizardry - Make stuff go boom, or not to.
Bookmaking (Printing) - Makes spellbooks, normal books, paper, and so on.
Lumberjacks - Specifically cuts wood. Makes good levy axemen in a pinch.
Levy Anything - Emergency rally of non-combat forces. Desperation move, lots of casualties.
Lengthened as needed; suggest skills and the reasoning behind 'em, guys.
Metagaming
This is honestly what I want to see happen.
This game's purpose is to run on technology as suggested by players.
By default everything the game's civilization is supposed to have "exist". Thus anything a player suggests is implied to be "better" than the original, if only by a little.
New technology must be explained in a way that makes sense: ("A sword that has a chainsaw blade powered by a jewel of Thunder Spell" is only acceptable if "Chainsaw blade" and "Jeweled Magic" both exist for the city")
In a nutshell: make smaller pieces so the larger pieces won't have to be a long winded explanation.
Aiight.
The first 3 posts are reserved because
Post 1: Rule changes, updates, what have you.
Post 2: State of the Village, techs available, etc.
Post 3: Players and their unit compositions.
Add-ons because people are smarts.
1. This game obeys kinda real life logic, so certain Dwarf Fortress things would cause...issues. Not that it can't happen, just gonna need a little more care into it.
2. The NPCs in this game are stupid for the sake of letting players instead of me run the show.
3. The NPCs are stupid but not Sims-stuck-on-staircase stupid. They will carry out functions necessary to run the city but not to improve it.
Sign up quick sheet
The player name should be something that would make sense being shouted aloud as a part of "all hail -X!"Player Name:
Race:
Major Spec:
Minor Specs:
Orders for this turn: (something like "Fishermen Fish" is unnecessary. "Fishermen go make fishing boats" is necessary, since it is a nonstandard move)