I am writing this from phone, so I can accidentally miss something. If I do - please do not be shy to repeat it.
Tools vs RP: we use three tools to emulate communication within our group: this thread, personal messaging, wiki.
This thread's current activity represent current buzz around you. You stick your nose out of your room and hear that Keroe did this or Neblime said that. It is extremely easy to access.
This thread's historical posts represent history of the fort. It takes skill to find what you are looking for. Rationale here is that you need to go around asking about history, and even if you think you have uncovered the truth - there is almost no guarantee that the 'truth' is unaltered(as we can modify messages, mis-quote and use other forum tricks to hixe the real truth).
Wiki covers things that are not necessarily current or true, but people are extremely vocal about them. So it basically takes only to ask in order to receive full scoop. Being such a public issue - any change can be easily spoted.
Personal messaging is secret interaction between players, and is covered in mystery.
So, public discussions -> this thread.
Articles of pride, opinions, traditions, ideas, posessions, titles -> wiki (optionally this thread too)
Old discussions, history, laws, etc... -> to be gathering dust in this thread, unless someone decides to make memoration of those a personal goal (librarians, lawyers, historians put stuff from here into the wiki).
And anything goes into private mailing, as noone will reliably see it anyway.
Of course it is a risk to allow players to list their own posessions, but it is a road to conflicts, fraud, legal hearings and detective position. Sounds fun
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Traditions: when we talk about tradition here it means 'a share semi-persistent view on what is good and what is bad'. So you can have stuff like 'To heal someone is good', 'To cause infection is bad', 'To be sherif is good', 'To be a sherif and to have a criminal punishment postponed is bad' on your page and if enough people agree to add same idea to their page - all applicable dwarves will receive influence boni or penalties on the period ending.
Overseer & projects: even though overseer can be changed and will be changed - it is still not a succession fort. Overseer cannot do or not do project on his own. Well, he can, but at risk of severe punishment at the end of period. All power comes from players. If players will be focused, motivated and work as a team - projects will be created easily. Otherwise there can be wide range of unfinished projects and even some sabotage going here and there. The role of an Overseer is to input orders of the players into the game as accurately as possible and bring back nice screenshots with a compelling story(and manage serfs). That does not mean that overseer doen not have means of cheating and room for corruption though
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Game Period: one season should be suitable. And overseer mandate? One-four periods maybe?
Serfs and clothing: tracking item ownership is quite revolutionary and experimental idea. Tracking consumables can become an unbearable chore, I fear. That is why I suggested to make consumable industries peasant-fueled.
Negative influence pool: Government had a lot of influence from communal wealth(rum, beer, spirit), which it used to create a title and give it to Neblime. Then - !!Kaboom!! - huge explosion. Wealth goes in flames, but there is not enough influence in the pool to cover the loss. Hence government is in great alcohol crisis.
I do not see how a player can get into such peril, but I bet we will make something up.
Action associated costs: the idea was to simulate social disaproval of any forced usurpation and to make sure that usurpation is used very carefully. Basically aggressor pays 1,5x price, while receiving 1x benefit, while victim loses 1x benefit for 0.5x price.
When I think about it now - we can have similar effect with tradition like 'It is bad to usurp stuff' if we want. Do you guys think paying to the shared pool is redundant here?