Each turn will take place over the course of a week, unless Joseph gets put on a large task for a month. The exception to this are events, explained below. Planning for the week means allocating each day to a task. A day can have two tasks if you pull an all-nighter. Certain actions, like eating, and sleeping (unless posting two actions for the day) are assumed. If you would like an event to happen before planning the rest of a week, you can allocate less than seven days. Also, I'm truncating a year in this world to 50 weeks. Because even numbers.
Events are moments in Joseph's life where micromanagement is necessary. They will either occur at random during normal weekly play or by choosing to do something during the week that necessitates an event, such as going to fight bandits or some such thing. During events you dictate every action, until the event is resolved.
All actions, either for a day or during an event, will be rolled using a 2d6 system with the following categories:
Simple actions: 5 or above is a success, outcome very similar for any of those values, 12 is an overshoot, 3 and 4 are moderate fails, 2 is a critical fail.
Moderate actions: 7 or above is a success, degree depends on number, 12 is an overshoot, 4 through 6 are various levels of fail, both 2 and 3 are critical fails.
Difficult actions: 9 or above is a success, degree depends on number, 12 is an overshoot, 6-8 are fails, 2-5 are crit fails.
Impossible actions: A 12 is success, anything else is a crit fail.
You must keep track of Joseph's needs, from Tiredness to Hunger, otherwise Status Effects will impact his ability to perform tasks. Vices may be developed which force Joseph to take certain actions or suffer penalties,
Character Traits will impact what sorts of events occur, because they define Joseph's habits. They may also impact what the outcome of a roll means, but not whether or not a roll succeeds or fails.
Skills will apply modifiers to rolls, or change the difficulty of an action.