Colonizing the New World (Open to all) (OOC)
Posted: Wed Aug 02, 2017 9:47 am
Colonizing the New World - A re-imagining of the initial attempts to settle the new world.
After a fascinating discovery by Christopher Columbus in the year 1492, the great nations of the world plotted on how best to take over this new land for themselves. It wasn't until over 100 years later that these nations would take part in successfully colonizing of the new world. The Kalmar Union knew better, it wasn't as big or as powerful as the other nations and because of this, it secretly gathered a group of 100 interested individuals and sent them on a voyage across the great ocean to whatever lands they might find on the other side. The year is 1500, the boat is waiting in the docks, filled to capacity with things that the Kalmar Union thinks you'll need in the new lands. Unsure of whether or not this settlement attempt would be successful or not, those people that were sent were of minimal to zero skill, but they were strong and proud and determined and the Kalmar Union thought that that should be enough to survive.
While the Kalmar Union deems itself as the ruler of whatever colony is established, it also understands that governorship is an important facet in any town or city and thus tells those going that they shall elect one of their number every 2 years to act as ruler of the colony which they are going to create. Otherwise, the Kalmar Union doesn't ask for much, other than to pay back the initial cost to build this settlement as fast as possible and make them money...otherwise you might find the supplies they send to be lacking.
The style of this is open to everyone and unlike other games, you get a character at the initial start of the game. Each year progresses in 1/4 amounts by season. From the moment you land and every 2 years (for now) after, you shall elect among your number a governor of the colony. The government system established is very simple and governors can typically get away with anything, you know, unless they accidentally die.
Voting: Casting a vote is simple and open, each PC has 1 vote and you may vote for yourself, a governor is always a PC, NPCs have a vote, but tend to vote for the most popular candidate. NPC's are not to be abused however, and if the current gov. is up for re-election, may vote against him/her en masse due to their dissatisfaction.
Being the Gov.: Your position is one of both Power and Peril, with your word, the citizens of the colony perform tasks, in any way you desire. Make them all do one task or split them up into many tasks. Many decisions will need to be made and some of them may be hard ones, citizens may die due to your choices, it'll be up to you to make the decisions that you feel is best for the colony and laugh in the face of fate as you do, while at the same time hoping you get re-elected as to keep all of your power.
The non-skilled citizens who the gov. give commands to receive a passive bonus for doing tasks in which the gov. is skilled at.
(Example: The gov. has a job skill of 1 at farming. Each non-skilled citizen who works at farming, instead of creating at a 1:1 rate, create at a 1:2 rate)
In addition, the non-skilled citizens can gain job skills at a better rate when being governed by someone with the job skill.
Being a Player: Unlike the unlearned masses, you came to the new world with a job skill, which grants you a certain level of autonomy over other people. Following or not following the gov's demands is entirely your decision.
Job Skills: Coming from the motherland to the New world is risky, which is why <players> have job skills. You have 5 points to spend in any manner you wish, on any job skill you can imagine, though the more common the skill the more likely you'll live long enough to use it. (Job Skill examples: Lumberjack, Farmer, Carpenter, Blacksmith...)
Job skills have various levels, with 10 being "Mastery". See Production below for how to use Job Skills.
Job Skill bonus Explanation: Your level of Job Skill adds a % bonus to your production amount. Each level adds an additional 5% of bonus resource created. When dealing with rounding, Basic & Medium tasks are rounded down to the next whole number. Complex tasks create "unfinished" goods, which can be completed during the next season of using that Job Skill.
Each season of working a Job skill gives you the chance of gaining "new insight" into that skill. This "insight" gains you "points" which build up to a skill point, based on how far along the "Mastery Track you are." When developing skills in a new area, it is hard to gain insight, but you need less of it, while having more skill makes it easier to gain insight but you need more of it.
The highest job skill you possess grants you "tools of the trade" which you bring with you from the Kalmar Union. Unless of course you put 1's in everything and then you have 1 random set of tools for 1 of your skills. "Tools of the trade" grant an additional +1 bonus when used to create something, moreso, not having the "tools of the trade" will probably mean not being able to make all the things.
Tools of the Trade: These are the simple tools that help you do your job, but they are by no means the best tools that money can buy. While the Kalmar Union does want to create a successful colony, they don't want to spend more money than they have to in financing it. There are however, instances in which you could improve or buy better tools. ToT bonus's result in an additional die roll for resource production. With a basic ax, a Lumberjack lvl 1 + Ax = 2d10 (Base) + 1d5 (base quality ToT) + 10% (Skill)
NPC's and unskilled players can use ToT's from a skill they don't have with varying degrees of success. This follows the "Complexity graph", As task become more complex, you make less of them. In the same sense, the tools needed for the job are also more complex. Unskilled can use ToTs as long as their use is on the lowest end of the complexity chart, which means minimal understanding or minimal interaction. Unskilled who use ToTs of basic job skills will get their bonus in determining amount of resource produced.
It is worth noting that you may at times need to enlist the help of someone else to create or fix your tools should they break, meaning that this is a living breathing community of sorts.
NPCs gain Job skills too, though at a lesser rate and what they learn is based on how the gov uses them.
Teaching Skills:
Skills can be taught, making learning a job skill easier, however doing so will make you less efficient that season.
Production:
Production quantities become more difficult the further along the complexity graph they travel.
Basic Complexity
2d10 (Base) + 1d5 (base quality ToT) + 10% (Skill)
Medium Complexity
1d5 (Base) + 1d3 (base quality ToT) + 10% (Skill)
Complex
1 (Base) + 1 (base quality ToT) + 10% (Skill)
Chopping down trees is a basic task which earns 2d10 + JS + ToT.
Refining that wood into lumber is also a basic task which earns 2d10 + JS + ToT.
Further refining that lumber into boards earns 1d10 + JS + ToT
Creating things from those boards earns 1 + JS + ToT
Note that in almost all situations, Tools of the Trade (ToTs) are required to perform a task.
NPC Production (Via Gov'nors demands) - This is typically driven on a 1 to 1 scale, which means, in most cases, the more the merrier when trying to get something accomplished. However, certain tasks do gain a d20 roll to determine quantity created.
Non-Skill Player Production: Throughout the complexity graph of rolls, this ranges from 1d5, 1, 1d3 (0, 0 & 1). Meaning that simple skills can still net you something, medium complexity skills can produce a small amount and very complex skills could create nothing. However, if the doctor is dying and no one has those skills, saving his life by trying something you can't do well might very well be worth the otherwise loss of the season.
Food & Bartering:
Starvation in colonial times was rampant, thus food is a resource that is both in short supply and important. Food is created either by farming, hunting or fishing and are in some cases limited based on the season of the year. The ship that will bring you to your new homes will have a limited supply of food on board, with the understanding that food production is your first priority. Food is allocated as 1 food per person per season. This is a tracked item. Rationing is possible, but will cause negative effects on people in later seasons. Farming is a basic skill, meaning 2d10 + JS + ToT is created by a person each season. Fishing is a medium complexity skill earning 1d10 + JS + ToT and hunting is a complex skill gaining 1 + JS + ToT.
Bartering: In the early colonial times, the farmers were the ones who typically didn't starve to death, earning them "purchasing power". Bartering was important in this time and the amount something was worth was typically decided on by those who were doing the trading. Because of this, players will need to track how much food they "own", because running out, might kill them. Having skills that can create items with worth is important to survive.
Hired Help: Citizens that are otherwise under the gov. control can be hired to help a player if the conditions are right....one of those conditions is if you happen to be a farmer and the npc is otherwise starving. Food..is an important resource.
Death: Death comes quickly and typically unannounced in the colonies, but feat not, the motherland sends you her boats filled with new settlers who will help your fledgling village grow, well, as long as you make them rich by sending them nice things. New players that want to join after the colony is started must wait until a ship visits the colony which is typically every year. Death doesn't have to be the end, make a new citizen and join the fray of colony life once more, steal the nice things that your dead citizen made...you know, unless the governor claimed it and gave it to someone else already. Of course, if everyone starts dying...it's not really stealing is it.
As this is a re-imagining of the New world, this new world probably won't look much like the existing new world, and there is a possibility of finds new things that are, odd at best.
The world you are entering is a reactionary one, I will attempt to take advantage of the things that you forget or miss as the real world (who is a complete bitch) is wont to do. Though I have developed a dice system (finally) to keep my wiles in check.
The new world is a harsh one, the natives can be restless and there are diseases that are unknown and can have devastating consequences to your people.
This post is a gauge of interest before throwing it together. I know that I personally don't have the best track records when it comes to games at times...but, I intend on this one to be rather simple in the approach. Also, the one benefit of the "elected gov." being the one who directs the common people, means I don't have to.
Things you'll need to play:
Help decide what country you're from, ocean access not required.
Player Name
Job Skill Assignment
Basic appearance, if you wish to provide it.
Backstory, not required, but if you wish to create one you may.
A bag containing some your things that you brought with you. (This can be nearly anything you want within reason, you are moving to a new world after all and probably never coming home. It cannot be a "Tool of the trade", as those are given specifically by the crown and probably not yours to take with you anyways.)
Start date would be near the end of August. And unlike in the past, updates will be sporadic, would like to do 4/week, but might be less.
After a fascinating discovery by Christopher Columbus in the year 1492, the great nations of the world plotted on how best to take over this new land for themselves. It wasn't until over 100 years later that these nations would take part in successfully colonizing of the new world. The Kalmar Union knew better, it wasn't as big or as powerful as the other nations and because of this, it secretly gathered a group of 100 interested individuals and sent them on a voyage across the great ocean to whatever lands they might find on the other side. The year is 1500, the boat is waiting in the docks, filled to capacity with things that the Kalmar Union thinks you'll need in the new lands. Unsure of whether or not this settlement attempt would be successful or not, those people that were sent were of minimal to zero skill, but they were strong and proud and determined and the Kalmar Union thought that that should be enough to survive.
While the Kalmar Union deems itself as the ruler of whatever colony is established, it also understands that governorship is an important facet in any town or city and thus tells those going that they shall elect one of their number every 2 years to act as ruler of the colony which they are going to create. Otherwise, the Kalmar Union doesn't ask for much, other than to pay back the initial cost to build this settlement as fast as possible and make them money...otherwise you might find the supplies they send to be lacking.
The style of this is open to everyone and unlike other games, you get a character at the initial start of the game. Each year progresses in 1/4 amounts by season. From the moment you land and every 2 years (for now) after, you shall elect among your number a governor of the colony. The government system established is very simple and governors can typically get away with anything, you know, unless they accidentally die.
Voting: Casting a vote is simple and open, each PC has 1 vote and you may vote for yourself, a governor is always a PC, NPCs have a vote, but tend to vote for the most popular candidate. NPC's are not to be abused however, and if the current gov. is up for re-election, may vote against him/her en masse due to their dissatisfaction.
Being the Gov.: Your position is one of both Power and Peril, with your word, the citizens of the colony perform tasks, in any way you desire. Make them all do one task or split them up into many tasks. Many decisions will need to be made and some of them may be hard ones, citizens may die due to your choices, it'll be up to you to make the decisions that you feel is best for the colony and laugh in the face of fate as you do, while at the same time hoping you get re-elected as to keep all of your power.
The non-skilled citizens who the gov. give commands to receive a passive bonus for doing tasks in which the gov. is skilled at.
(Example: The gov. has a job skill of 1 at farming. Each non-skilled citizen who works at farming, instead of creating at a 1:1 rate, create at a 1:2 rate)
In addition, the non-skilled citizens can gain job skills at a better rate when being governed by someone with the job skill.
Being a Player: Unlike the unlearned masses, you came to the new world with a job skill, which grants you a certain level of autonomy over other people. Following or not following the gov's demands is entirely your decision.
Job Skills: Coming from the motherland to the New world is risky, which is why <players> have job skills. You have 5 points to spend in any manner you wish, on any job skill you can imagine, though the more common the skill the more likely you'll live long enough to use it. (Job Skill examples: Lumberjack, Farmer, Carpenter, Blacksmith...)
Job skills have various levels, with 10 being "Mastery". See Production below for how to use Job Skills.
Job Skill bonus Explanation: Your level of Job Skill adds a % bonus to your production amount. Each level adds an additional 5% of bonus resource created. When dealing with rounding, Basic & Medium tasks are rounded down to the next whole number. Complex tasks create "unfinished" goods, which can be completed during the next season of using that Job Skill.
Each season of working a Job skill gives you the chance of gaining "new insight" into that skill. This "insight" gains you "points" which build up to a skill point, based on how far along the "Mastery Track you are." When developing skills in a new area, it is hard to gain insight, but you need less of it, while having more skill makes it easier to gain insight but you need more of it.
The highest job skill you possess grants you "tools of the trade" which you bring with you from the Kalmar Union. Unless of course you put 1's in everything and then you have 1 random set of tools for 1 of your skills. "Tools of the trade" grant an additional +1 bonus when used to create something, moreso, not having the "tools of the trade" will probably mean not being able to make all the things.
Tools of the Trade: These are the simple tools that help you do your job, but they are by no means the best tools that money can buy. While the Kalmar Union does want to create a successful colony, they don't want to spend more money than they have to in financing it. There are however, instances in which you could improve or buy better tools. ToT bonus's result in an additional die roll for resource production. With a basic ax, a Lumberjack lvl 1 + Ax = 2d10 (Base) + 1d5 (base quality ToT) + 10% (Skill)
NPC's and unskilled players can use ToT's from a skill they don't have with varying degrees of success. This follows the "Complexity graph", As task become more complex, you make less of them. In the same sense, the tools needed for the job are also more complex. Unskilled can use ToTs as long as their use is on the lowest end of the complexity chart, which means minimal understanding or minimal interaction. Unskilled who use ToTs of basic job skills will get their bonus in determining amount of resource produced.
It is worth noting that you may at times need to enlist the help of someone else to create or fix your tools should they break, meaning that this is a living breathing community of sorts.
NPCs gain Job skills too, though at a lesser rate and what they learn is based on how the gov uses them.
Teaching Skills:
Skills can be taught, making learning a job skill easier, however doing so will make you less efficient that season.
Production:
Production quantities become more difficult the further along the complexity graph they travel.
Basic Complexity
2d10 (Base) + 1d5 (base quality ToT) + 10% (Skill)
Medium Complexity
1d5 (Base) + 1d3 (base quality ToT) + 10% (Skill)
Complex
1 (Base) + 1 (base quality ToT) + 10% (Skill)
Chopping down trees is a basic task which earns 2d10 + JS + ToT.
Refining that wood into lumber is also a basic task which earns 2d10 + JS + ToT.
Further refining that lumber into boards earns 1d10 + JS + ToT
Creating things from those boards earns 1 + JS + ToT
Note that in almost all situations, Tools of the Trade (ToTs) are required to perform a task.
NPC Production (Via Gov'nors demands) - This is typically driven on a 1 to 1 scale, which means, in most cases, the more the merrier when trying to get something accomplished. However, certain tasks do gain a d20 roll to determine quantity created.
Non-Skill Player Production: Throughout the complexity graph of rolls, this ranges from 1d5, 1, 1d3 (0, 0 & 1). Meaning that simple skills can still net you something, medium complexity skills can produce a small amount and very complex skills could create nothing. However, if the doctor is dying and no one has those skills, saving his life by trying something you can't do well might very well be worth the otherwise loss of the season.
Food & Bartering:
Starvation in colonial times was rampant, thus food is a resource that is both in short supply and important. Food is created either by farming, hunting or fishing and are in some cases limited based on the season of the year. The ship that will bring you to your new homes will have a limited supply of food on board, with the understanding that food production is your first priority. Food is allocated as 1 food per person per season. This is a tracked item. Rationing is possible, but will cause negative effects on people in later seasons. Farming is a basic skill, meaning 2d10 + JS + ToT is created by a person each season. Fishing is a medium complexity skill earning 1d10 + JS + ToT and hunting is a complex skill gaining 1 + JS + ToT.
Bartering: In the early colonial times, the farmers were the ones who typically didn't starve to death, earning them "purchasing power". Bartering was important in this time and the amount something was worth was typically decided on by those who were doing the trading. Because of this, players will need to track how much food they "own", because running out, might kill them. Having skills that can create items with worth is important to survive.
Hired Help: Citizens that are otherwise under the gov. control can be hired to help a player if the conditions are right....one of those conditions is if you happen to be a farmer and the npc is otherwise starving. Food..is an important resource.
Death: Death comes quickly and typically unannounced in the colonies, but feat not, the motherland sends you her boats filled with new settlers who will help your fledgling village grow, well, as long as you make them rich by sending them nice things. New players that want to join after the colony is started must wait until a ship visits the colony which is typically every year. Death doesn't have to be the end, make a new citizen and join the fray of colony life once more, steal the nice things that your dead citizen made...you know, unless the governor claimed it and gave it to someone else already. Of course, if everyone starts dying...it's not really stealing is it.
As this is a re-imagining of the New world, this new world probably won't look much like the existing new world, and there is a possibility of finds new things that are, odd at best.
The world you are entering is a reactionary one, I will attempt to take advantage of the things that you forget or miss as the real world (who is a complete bitch) is wont to do. Though I have developed a dice system (finally) to keep my wiles in check.
The new world is a harsh one, the natives can be restless and there are diseases that are unknown and can have devastating consequences to your people.
This post is a gauge of interest before throwing it together. I know that I personally don't have the best track records when it comes to games at times...but, I intend on this one to be rather simple in the approach. Also, the one benefit of the "elected gov." being the one who directs the common people, means I don't have to.
Things you'll need to play:
Help decide what country you're from, ocean access not required.
Player Name
Job Skill Assignment
Basic appearance, if you wish to provide it.
Backstory, not required, but if you wish to create one you may.
A bag containing some your things that you brought with you. (This can be nearly anything you want within reason, you are moving to a new world after all and probably never coming home. It cannot be a "Tool of the trade", as those are given specifically by the crown and probably not yours to take with you anyways.)
Start date would be near the end of August. And unlike in the past, updates will be sporadic, would like to do 4/week, but might be less.