Post by Roan on Aug 24, 2019 3:42:16 GMT -8
Hilltop will be a village exclusively inhabited by player-characters. There are no NPCs, except for the occasional traders. Hilltop will start from the ground up, and the players must obtain necessary resources to survive, build, and craft. Every player-character should have at least one occupation.
There are two types of occupations. Survival occupations contribute to the immediate survival of the group. This includes, but is not limited to, lumberjacks, hunters, fishermen, gatherers, salt miners, etc. Your character will produce their occupation's resource at the end of every turn. At least for now, these resources are stockpiled in a central location. At the start of every turn these items are consumed by the village, with the excess carrying over.
The other occupations include things such as tailors, blacksmiths, brewers, innkeepers, stable-masters, masons, miners, etc. Some of these may blend with survival occupations, but they're not necessarily required for 'immediate survival'. Some of these occupations may also rely on resources produced by other players. Some commodities are useful for trading. Unlike the resources accumulated by survival occupations, players who produce 'commodities' keep their items at their own accord (so a brewer keeps the alcohol he makes, and it does not get stored at the central location).
On occasion Hilltop will be visited by a trader. The trader can provide various goods and items not produced in the village to the players in exchange for their resources and commodities. Although a bartering system will certainly take precedence first, a bullion economical system is likely to take over.
New players are asked to come with scant equipment and supplies to further encourage the idea of survival and 'starting from the ground up'. We also ask that magic is kept low-key for the same reasons. If you have any questions, please feel free to ask.
Hilltop
There are two types of occupations. Survival occupations contribute to the immediate survival of the group. This includes, but is not limited to, lumberjacks, hunters, fishermen, gatherers, salt miners, etc. Your character will produce their occupation's resource at the end of every turn. At least for now, these resources are stockpiled in a central location. At the start of every turn these items are consumed by the village, with the excess carrying over.
The other occupations include things such as tailors, blacksmiths, brewers, innkeepers, stable-masters, masons, miners, etc. Some of these may blend with survival occupations, but they're not necessarily required for 'immediate survival'. Some of these occupations may also rely on resources produced by other players. Some commodities are useful for trading. Unlike the resources accumulated by survival occupations, players who produce 'commodities' keep their items at their own accord (so a brewer keeps the alcohol he makes, and it does not get stored at the central location).
On occasion Hilltop will be visited by a trader. The trader can provide various goods and items not produced in the village to the players in exchange for their resources and commodities. Although a bartering system will certainly take precedence first, a bullion economical system is likely to take over.
New players are asked to come with scant equipment and supplies to further encourage the idea of survival and 'starting from the ground up'. We also ask that magic is kept low-key for the same reasons. If you have any questions, please feel free to ask.
Hilltop