-The Duchy of Akor, Kingdom of Rothential-
-Summer, 1284-
The Kingdom of Rothential is the home of great kings, gallant knights, beautiful ladies and treacherous rogues. Which will you be? None, because those are the very few that become immortalized as legend, whereas you are a commoner. In fact, your tale is much less glorious; you went through the motions of peasant village life for 18 years when a plague rolled through your fief, killing off 90% of its populace, including your entire family. With his workforce killed off, your lord quickly went bankrupt, losing all of his holdings, including your home and land. Thus, you and the remainder of survivors were thrust out into the world alone, equipped with only the clothes on your back.
A few weeks later, after roaming through the wilderness, half-naked and starving, you finally came across a village. You made your way to the lord's manor, swearing your fealty to him. Fortunately, he was in a bit of a work shortage at the time, and immediately gave you your own land, in exchange for the remainder of your life to be spent working in his service. Peasantdom was not the most joyous of conditions, but it was far better than succumbing to hunger in the middle of a forest.
As you look around your cottage, a queer sensation seizes your body. You have no way to describe it, being a peasant all your life and lacking the articulation, but it feels as if this is the beginning of a long journey, one where your body will not survive to see the need, but you know for a fact your soul will. If only you knew what this truly meant...well, there's no time to ponder these matters. You have work to do.
Gameplay: The focus of this game will be on the life of the Protagonist character and how they interact with the world in the decisions that they make. The Protagonist Character is mostly independent of the players, whose role it is to provide the Protagonist with subconscious ideas and plans in response to the events that happen over the course of the game. There is no overarching in-game goal, other than surviving and producing offspring. The latter is important as when the current Protagonist finally expires, the players will vote on which child they will become the next Protagonist that they will guide. (In cases where an offspring is impossible to procreate, there will be alternate methods of Protagonist Inheritance.) The true goal of the game is to tell a story of a lineage of people, from the beginning of a Dynasty and everything that happens beyond.
While the first Protagonist is a mere peasant, there will be many events to decide on throughout their lives. Besides endlessly working, having children, going to church, being poor and miserable, all before dying of some disease epidemic, peasants had to many matters to attend to. Their was finding a suitable spouse, keeping the cottage in good condition, and all sorts of fun from dealing with sporadic wildfires and freezing winters, to being raided by the army of a rival lord, and perhaps even getting into a drunken fist-fight to the death with a neighbor in a land dispute. You will have much to do in the life of the Protagonist.
The game will progress one season per turn, a balanced amount of time to still remain intimate in the Protagonist's life and relationship with others, while long enough for new events and decisions to be ensured every turn. This game is mostly realistic in nature, but entertainment, drama, and excitement for the player will be paramount.
As the seasons march on, so will time. The years in-game roughly correlate to years in real life. The game starts off in 1284, which would be the Late Middle Ages. The passage of time will change all aspects from the game as it alters life as it did in reality.
Also, as in real life, Luck will always play a huge part of the gameplay. Depending on the situation, I use anything from a six-sided die to a hundred-sided die system. What rolls I perform and what the rolls mean will always been hidden from the players, as we don't see the invisible forces of the universe and beyond that effect everyone and everything. While God may roll the Protagonist's dice, they are not helpless, your job is to guide them through whatever life throws at them, whether it be good, bad, or something else.
Traits:Even in the crazy world of the Protagonist, some things remain fairly static. Traits are important characteristics that the Protagonist and all other Characters posses. They included things like Honesty, Adaptability, Intelligence, and Dexterity. Some Traits are genetic, while others can be obtained. Traits can be positive, negative, a mix of both, or neutral. For example, though many would think being 'Greedy' would be bad, a Greedy Character will be much more ambitious when pursuing goals that involve their desires. As Traits can be gained, they can also be lost or altered. A Diligent Character may become Slothful if they neglect their duties for too long. A Pious Character may become Doubtful after a great tragedy. Genetic Traits are much harder to alter than obtained Traits, as it would be much harder to alter someone's Intelligence than their Dislike of Deer. Some Traits can be sharpened, as a Fast Character can eventually become Swift. And even genetic traits can be offset with time; a Character who is Dumb will never be a Genius, but they can work to lose the negative Trait.
However, as with all things, Luck and a plethora of other factors are always at work. You cannot force the Protagonist to gain or lose a Trait, as it is rare for things to go exactly as planned. You may have the Protagonist observe the forest to increase their love of the wilderness, when they are attacked by a pack of wolves and develop a fear of the wild instead. Most of the time, Traits are not gifted or earned, they simply just happen. That is not to say you can not influence their develop, but it does mean that the Traits, that may or may not be obtained, may not be what you intended.
Children will gain genetic Traits through their parents, with each genetic Trait having a 50% chance of being inherited. If the parents have two Traits that are the same or closely related, the child has a much higher chance of receiving either Trait, and possible a superlative version of the Trait. Likewise, if the parents have conflicting Traits, it is much less likely for the child to receive either, and if they do, it is likely that the Trait's will be a diminished version of the original.
Occupation:With your fealty signed, you must choose one of the following Occupations in order to produce Goods for your lord. You don't have many options, but each of them offers their own unique situation:
Farmer - You will be set near the lord's manor, where you will attend to multiple fields every season. This will mostly be crop-based duty, though you may also be tasked with caring for the animals. As you are situated in the center of a village near the manor, the lord and his minions will be able to keep a close eye on you, lest you are caught being unproductive or breaking a rule. However, you will also have the most security in the case of an attack or disaster, as you sit at the Lord's doorstep. In addition, the farming community is geographically tight, meaning that you will have quite regular access to social interaction with others. Crops are planted in the spring and harvested in the fall, at which time livestock is also butchered. During winter, you will be given some sort of alternate duty. Your livelihood is very dependent on the weather, as you could easily get anything from a great harvest to a failed crop.
Fisher - You will be given a home near a river system nearby, where your goal will be to regularly catch all sorts of fish. You're at a moderate distance from the manor, meaning that you should be protected in times of war or disaster, and you should be free from the prying eyes of the lord (key word being
should, not
will.) Fishing is done spring-fall, and you will be given alternate duties during winter. The homes of fishers are spread pretty far apart, meaning that there will be little social interaction, which may actually be a good thing if you crave a quiet life for you and your family without neighbors trying to steal your equipment or attempting to kidnap your daughters.
Woodcutter - You will live on the far edges of the lord's land and cut down the forest of trees to cultivate into wood. This is to be done year-round, even in wintertime. In these rural regions, the lord's authority will be limited, meaning that illicit activities like storing excess produced Goods for your own usage, or hunting wild game, are commonplace. On the other hand, you will have to wait quite a while, possibly a whole season, before the lord's forces can arrive to assist you in times of war and disaster. Elements of the wild, like blizzards and packs of vicious animals, will be of greater effect than in a region that the lord would work to quickly aid. Despite this, Woodcutting communities are large and full of hardy individuals, though not quite as packed as Farmers.
Miner - Same as Woodcutter, except the tools provided are different, and the houses are situated closer to nearby ore-pits rather than forests.
Protagonist Creation:Name: First and last, middle optional.
Gender: Societal roles mean that gender will play a huge part in your life. Young girls are under much more pressure to get married earlier, whereas boys can go through a couple years without needing to marry. Women will be more focused on domestic tasks and raising the children, though they will still be called upon frequently to work with their husbands. Conversely, women do not have to worry about being called into a standing army.
Age: 18 [Born Summer, 1266] (Do not change this.)
Brief Biography: Optional. If you wish to come up with a bit of a story of anything interesting in the first eighteen years of your life, you can do so here. The Brief Biography will effect the Traits the Protagonist will start out with.
Traits: (Nothing here for now. Will be filled in later.)
Inventory: (See above.)
Relationships: (See above.)
The first turn will explain the layout, rules, and features of the area in more detail, all of which depend on which Occupation you choose. However, if you have any preemptive questions about the game or the fiefdom, feel free to ask them now. Just know that for in-game subjects, you will only be given as much information as the Protagonist knows.