08-19-2016, 12:02 PM
Hey everyone! It's time for another of my strange ideas, that I would like to write an interest check for.
For now, let's refer to said idea as the "Secondary town Project." I'll come up with a proper name if things get established.
For now, let's refer to said idea as the "Secondary town Project." I'll come up with a proper name if things get established.
The nature of the project
The project consists in a number of interested writers coming together to form a town of secondaries (what a surprise). Playing Primes in this setting is heavily discouraged! In fact, my baseline idea for this setting would be that only one or two Primes exist in that town and are given out by dicerolls or a similar chance game. The town may still have interactions with visiting Primes, players or otherwise, but the focus will remain on the town as an isolated community, doing things among each other.
The idea is to construct a community where people rely on each other because no single person can do all the tasks. We may even distribute roles and jobs. As a result fighting and killing should ideally go down because sure, while you can play a genocidial psychopath who aims to kill the entire town that means you'll be left alone if you succeed and starve, freeze, get eaten in your sleep or such because nobody is left to take the tasks you cannot do alone. And death means something - your character does not respawn in seven days. The local Primes may create a new you but your memories will be based on what they know about you and thus be extremely foggy.
On the other hand the town isn't intended to be a realistic simulation - it's aimed towards you having fun at writing. Pretending that your farmer can take care of their crops from 8 to 11AM and have the rest of the day free to hang out in the pub is just as fine as if you decide to post a wall of text describing the complex process of getting the tools out of the shed and taking all day to do your job.
Basically, find the correct balance between playing a credible humanly powerful Secondary in the Omniverse and playing a godly-powerful Prime.
The mayor: As the highest authority in the village, the mayor that is appointed by the villagers through voting has a great responsibility. Namely they organize special occasions (such as balls), they keep books on births and deaths, they speak unbiased justice on the villagers (though they are supported by villagers voting on a verdict) and many other tasks. As a result a mayor knows pretty much everyone in the village and has a big sphere of influence, which leads to being both loved and hated.
The farmer: Livestock and crops are the farmer's everyday life. They supply the villagers with food in exchange for their services, or for coins. They are quite important as they take care of one of the village's most basic needs and may very well lead it to starvation if they don't grow enough crops to make it through the winter. Their large farm also means lots of work though, and often lots of necessity to interact with the other villagers if they require their skills to keep the farm in order.
The General Store Storekeeper: The General Store is the best, and sometimes only, way for the isolated village to interact with the outside world as they buy and sell goods from passing merchants and act as a post office, handing mail to those merchants and in return recieving letters from the outsiders. As a result of the relative monopole that the Storekeeper has on the exotic goods coming in from outside they can make themselves quite unpopular by putting down huge prices and becoming filthy rich - or quite the opposite, they can offer things at reasonable or even great prices and become a loved, although not very wealthy, part of the community.
A Storekeeper must keep an eye out for Primes who can easily create any good out of Omnilium, of course. If they are a Prime themselves things may get very interesting too.
The Innkeeper: The inn is, hands down, the most frequented establishment of the entire village. After a hard day of work the townsfolk gather here to exchange gossip, complain or rejoice about what went on during that day, relax and of course chug obscene amounts of beer, mead and other cheap alcohols. Even during the day the inn is frequented by villagers who are on a break or have no job to take care of, or by travelers who pass by for a meal or to stay for a few days. Finally, a noticeboard with bounties, requests and offers is put out for everyone to read. The innkeeper stands at the center of those crossroads and as a result knows everyone very well. They hold a great deal of power but rely on good brewing and cooking skills to stay in that position.
The Druid(ess)/The Wizard/Witch: Every town needs someone versed in the art of medicine. Sicknesses, be it on crops, on livestock or on people, pains and discomforts, a baby being born and the occasional supernatural help are the realm of the druid, druidess, wizard or witch. Though really the latter two names would be given to someone with the same skills as a druid, the only difference is how people view them. In most medieval places a wizard or witch would be said to be in cahoots with the devil and burnt at the stake, but the townspeople are past that and have understood that it is of more beneficial to them to leave them alive than to kill them off.
The Priest(ess): Usually a medieval town would only allow a male to wield the shepherd's staff and the white suit and preach from behind the altar, but some modern concepts have found their way even into this isolated town. A Priest or Priestess is the religious figure of authority in the town and may wield even more power over the people than the mayor, if the townspeople are god-fearing (whatever pantheon they may worship - The God-Emperor, Omni, Cthulhu, the Flying Spaghetti Monster or someone else) and listen to the Emissary on earth. They must be careful of what they say though as one wrong word may result in a pitchfork-wielding mob that is near unstoppable, and if they are particularly unlucky may be directed against the Priest/-ess themselves. They also provide a safe haven for those who have worries and heavy-weighing secrets and perform exorcisms, blessings and such.
The Hunter/Huntress: While the farmer provides a reliable income of farm goods such as vegetables and fruit, eggs and the occasional tender steak the Hunter or Huntress ensures the supply of meat - a very unsteady supply of course, depending on the season, the weather, their luck and of course their skill. They also protect the town of wild animals, monsters, bandits etc. and know the surrounding lands like no other. Hunters may live somewhat isolated from the community due to their work but regularly come around. Not even the hardiest woodrunner can resist the calling of some good mead.
The Fisherman: If the town is located near a lake, a river or the sea the Fisherman provides a third source of income alongside the Hunter and Farmer, diversifying the diets of the villagers. Fishermen may stay out of town for days at a time and even take trips away to exchange goods on faraway islands, but sooner or later they return. In the case of rivers, unless the settlers build a bridge, or of lakes and oceans the fisherman is also the ferryman.
The Woodcutter: Woodcutters... well, they cut wood. Rarely alone, either, they usually bring an apprentice and/or their children to aid them with the two-man saws or transporting the heavy logs that they get when a tree is felled. They are a great asset in aiding the settlers with expanding their village as wood is a resource that will never be not needed, be it to construct a house or to make a hearthfire, and if the village is located close to a forest the extra space from cutting and uprooting trees will also be direly needed. Due to their loud work scaring the animals and destroying nature woodcutters aren't always on best terms with the druids and hunters, but not everyone can be happy.
Other roles with relatively minor jobs: Tanner/Papermaker/Mason/Miner/etc.
-The Tangled Green would be a great place as it's thick, forest-y and does not have a single verse-spanning authority that the village would belong to. It's very easy to have an autonomous group.
-The Vasty Deep would be my personal favorite place: there are simply too many islands for the Empire to really bother about all of them, some may be out there too much for them to even know they exist. Other factions have no major influence and can therefore be disregarded.
-Camelot would also be a great place as it has a medieval setting and plenty of space to fit in a town that pays its taxes, listens to the herald declare stuff and is otherwise fairly independant. It could even be a town including outcasts such as elves or halflings, although these non-human races should just be for fluff and not have any abilities that make them especially potent Secondaries (like say, being able to speak to animals).
-The Pale Moors would be an option if we want the town to be more of a half-rotten sad community that is struggling to survive amidst the rotting verse and the otherworldly atrocities. Not my personal favorite but definitely an option.
The goals of the project
Well, goals may be a big word for a small thing. The project is meant to provide writers with an environment in which they can play a semi-realistic world within the Omniverse, where epic fights between what are basically superheroes with godly powers at their fingertips are not the norm and death is meaningful. Where people don't just sit down and concentrate for an hour to build themselves a magnificient house but have to work hard for long times to gather materials and build the most basic hut. The people who live there are almost exclusively Secondaries with human capabilities.The idea is to construct a community where people rely on each other because no single person can do all the tasks. We may even distribute roles and jobs. As a result fighting and killing should ideally go down because sure, while you can play a genocidial psychopath who aims to kill the entire town that means you'll be left alone if you succeed and starve, freeze, get eaten in your sleep or such because nobody is left to take the tasks you cannot do alone. And death means something - your character does not respawn in seven days. The local Primes may create a new you but your memories will be based on what they know about you and thus be extremely foggy.
On the other hand the town isn't intended to be a realistic simulation - it's aimed towards you having fun at writing. Pretending that your farmer can take care of their crops from 8 to 11AM and have the rest of the day free to hang out in the pub is just as fine as if you decide to post a wall of text describing the complex process of getting the tools out of the shed and taking all day to do your job.
Basically, find the correct balance between playing a credible humanly powerful Secondary in the Omniverse and playing a godly-powerful Prime.
Possible roles to be played
Keep in mind that this is neither a complete nor an essentials list. If you know a role that would be perfect to include but isn't listed, it can be added before or during the game. Also, not all roles have to be filled - we can always have secondaries that anyone can play.The mayor: As the highest authority in the village, the mayor that is appointed by the villagers through voting has a great responsibility. Namely they organize special occasions (such as balls), they keep books on births and deaths, they speak unbiased justice on the villagers (though they are supported by villagers voting on a verdict) and many other tasks. As a result a mayor knows pretty much everyone in the village and has a big sphere of influence, which leads to being both loved and hated.
The farmer: Livestock and crops are the farmer's everyday life. They supply the villagers with food in exchange for their services, or for coins. They are quite important as they take care of one of the village's most basic needs and may very well lead it to starvation if they don't grow enough crops to make it through the winter. Their large farm also means lots of work though, and often lots of necessity to interact with the other villagers if they require their skills to keep the farm in order.
The General Store Storekeeper: The General Store is the best, and sometimes only, way for the isolated village to interact with the outside world as they buy and sell goods from passing merchants and act as a post office, handing mail to those merchants and in return recieving letters from the outsiders. As a result of the relative monopole that the Storekeeper has on the exotic goods coming in from outside they can make themselves quite unpopular by putting down huge prices and becoming filthy rich - or quite the opposite, they can offer things at reasonable or even great prices and become a loved, although not very wealthy, part of the community.
A Storekeeper must keep an eye out for Primes who can easily create any good out of Omnilium, of course. If they are a Prime themselves things may get very interesting too.
The Innkeeper: The inn is, hands down, the most frequented establishment of the entire village. After a hard day of work the townsfolk gather here to exchange gossip, complain or rejoice about what went on during that day, relax and of course chug obscene amounts of beer, mead and other cheap alcohols. Even during the day the inn is frequented by villagers who are on a break or have no job to take care of, or by travelers who pass by for a meal or to stay for a few days. Finally, a noticeboard with bounties, requests and offers is put out for everyone to read. The innkeeper stands at the center of those crossroads and as a result knows everyone very well. They hold a great deal of power but rely on good brewing and cooking skills to stay in that position.
The Druid(ess)/The Wizard/Witch: Every town needs someone versed in the art of medicine. Sicknesses, be it on crops, on livestock or on people, pains and discomforts, a baby being born and the occasional supernatural help are the realm of the druid, druidess, wizard or witch. Though really the latter two names would be given to someone with the same skills as a druid, the only difference is how people view them. In most medieval places a wizard or witch would be said to be in cahoots with the devil and burnt at the stake, but the townspeople are past that and have understood that it is of more beneficial to them to leave them alive than to kill them off.
The Priest(ess): Usually a medieval town would only allow a male to wield the shepherd's staff and the white suit and preach from behind the altar, but some modern concepts have found their way even into this isolated town. A Priest or Priestess is the religious figure of authority in the town and may wield even more power over the people than the mayor, if the townspeople are god-fearing (whatever pantheon they may worship - The God-Emperor, Omni, Cthulhu, the Flying Spaghetti Monster or someone else) and listen to the Emissary on earth. They must be careful of what they say though as one wrong word may result in a pitchfork-wielding mob that is near unstoppable, and if they are particularly unlucky may be directed against the Priest/-ess themselves. They also provide a safe haven for those who have worries and heavy-weighing secrets and perform exorcisms, blessings and such.
The Hunter/Huntress: While the farmer provides a reliable income of farm goods such as vegetables and fruit, eggs and the occasional tender steak the Hunter or Huntress ensures the supply of meat - a very unsteady supply of course, depending on the season, the weather, their luck and of course their skill. They also protect the town of wild animals, monsters, bandits etc. and know the surrounding lands like no other. Hunters may live somewhat isolated from the community due to their work but regularly come around. Not even the hardiest woodrunner can resist the calling of some good mead.
The Fisherman: If the town is located near a lake, a river or the sea the Fisherman provides a third source of income alongside the Hunter and Farmer, diversifying the diets of the villagers. Fishermen may stay out of town for days at a time and even take trips away to exchange goods on faraway islands, but sooner or later they return. In the case of rivers, unless the settlers build a bridge, or of lakes and oceans the fisherman is also the ferryman.
The Woodcutter: Woodcutters... well, they cut wood. Rarely alone, either, they usually bring an apprentice and/or their children to aid them with the two-man saws or transporting the heavy logs that they get when a tree is felled. They are a great asset in aiding the settlers with expanding their village as wood is a resource that will never be not needed, be it to construct a house or to make a hearthfire, and if the village is located close to a forest the extra space from cutting and uprooting trees will also be direly needed. Due to their loud work scaring the animals and destroying nature woodcutters aren't always on best terms with the druids and hunters, but not everyone can be happy.
Other roles with relatively minor jobs: Tanner/Papermaker/Mason/Miner/etc.
Possible locations to set the town at
-The Tangled Green would be a great place as it's thick, forest-y and does not have a single verse-spanning authority that the village would belong to. It's very easy to have an autonomous group.
-The Vasty Deep would be my personal favorite place: there are simply too many islands for the Empire to really bother about all of them, some may be out there too much for them to even know they exist. Other factions have no major influence and can therefore be disregarded.
-Camelot would also be a great place as it has a medieval setting and plenty of space to fit in a town that pays its taxes, listens to the herald declare stuff and is otherwise fairly independant. It could even be a town including outcasts such as elves or halflings, although these non-human races should just be for fluff and not have any abilities that make them especially potent Secondaries (like say, being able to speak to animals).
-The Pale Moors would be an option if we want the town to be more of a half-rotten sad community that is struggling to survive amidst the rotting verse and the otherworldly atrocities. Not my personal favorite but definitely an option.
undoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys!
undoge:Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:This signature is so overloaded...
