The Quiet Year - Week 6 - Printable Version +- Eagle Time (https://eagle-time.org) +-- Forum: Archive (https://eagle-time.org/forumdisplay.php?fid=25) +--- Forum: Adventures and Games (https://eagle-time.org/forumdisplay.php?fid=30) +---- Forum: Forum Games (https://eagle-time.org/forumdisplay.php?fid=32) +---- Thread: The Quiet Year - Week 6 (/showthread.php?tid=1952) Pages:
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The Quiet Year - Week 6 - Schazer - 10-21-2016 Here's a thread for me, Sanzh, Chwoka, and Granolaman to play a little exercise in post-apocalyptic community building. We'll firstly decide which we'll play: The Quiet Year, or the Deep Forest. Both games are about a community living week-by-week, preparing for winter and with it, the arrival of a mysterious agent who will serve to a) end the game and b) spell a likely end to the community in its current state. Mechanically, they're very similar games. Each turn (an in-game week) you draw a card, choose an answer to one of the questions posed by the Oracle, mark the passage of time on projects underway, then choose one of three actions: Discover something new/Uncover something old, Start a discussion/Agree on something, and Start a Project. It should be noted that the only way to reflect/talk about how people are feeling about progress is heavily structured and is likely to leave much unsaid/unresolved. It also comes at the cost of building/finding new things. In addition to this there are Contempt Tokens, which don't serve major mechanical purpose but keep a tally of disagreements and friction in the community. In both games, we're encouraged to introduce factions and individuals as the game proceeds. Although we can speak for them, these aren't player characters tied to individual players. So! The game options.
The rulebook for The Deep Forest is here: <Link> The Oracle is here: <Link> RE: The Quiet Year/The Deep Forest - SeaWyrm - 10-21-2016 Hi, I'm here to hijack your thread just to say "Oh, cool! The Quiet Year! I played that once." So... here we go: Oh, cool! The Quiet Year! I played that once. RE: The Quiet Year/The Deep Forest - Granolaman - 10-23-2016 We still doing this? I'm voting for Quiet Year and suggesting settings of: Mars Colony after losing WWIII Gangland, USA with the survivors of a DEA sting Shipwrecked on an island Native tribe during the Colonial Period Post-apocalyptic village in irradiated Chicago Present day Middle East after the peacekeepers pack up (too topical?) Finland RE: The Quiet Year/The Deep Forest - ☆ C.H.W.O.K.A ☆ - 10-23-2016 (10-23-2016, 01:22 AM)Granolaman Wrote: »We still doing this? I'm voting for Quiet Year and suggesting settings of: i'm just gonna go ahead and highlight the ones i like the sound of RE: The Quiet Year/The Deep Forest - chimericgenderbeast - 10-23-2016 I'm cool with The Quiet Year but feel those suggestions are too... specific? Have too much of an implied narrative? Part of the fun of it is starting with a vague setting and detailing it through play, rather than coming in with preconceived notions. My setting suggestions, in no particular order: -Overgrown and flooded city/urban landscape -Rocky sea-side cliffs littered with shipwrecks -Forested, alpine river valley that survived the apocalypse intact -Subway/metro/bunker survivors underneath an irradiated surface -Intact highway across the desert -Steep mountains with settlements clinging to the sides of cliffs RE: The Quiet Year/The Deep Forest - Granolaman - 10-23-2016 I wasn't particularly trying to imply a narrative, I just mainly wanted to specify our tech level and from whom we have a reprieve, rather than just "Raiders" RE: The Quiet Year/The Deep Forest - chimericgenderbeast - 10-23-2016 Ah, yeah, fair. For the record, an off-world colony after some apocalyptic event sounds interesting and I'm definitely game for that. RE: The Quiet Year - Schazer - 10-24-2016 The Quiet Year seems to be our consensus! I'll acquire and distribute the PDF when I get home tonight so we can get started, unless Sanzh beats me to it RE: The Quiet Year - a52 - 10-24-2016 Hmm, this looks like something I might be interested in. I'll be watching this thread to see how this works. RE: The Quiet Year - Schazer - 10-25-2016 Introduction
The facilitator Wrote:For a long time, we were at war with The Jackals. Welcome to The Quiet Year! I'll be the facilitator, a position less like a DM and more like the guy who brings the Fiasco rulebooks. The Quiet Year works best when all players are familiar with the rules. Treat everything I say outside quoteboxes as concessions to adjust the game from tabletop to play-by-post format. Who we are Wrote:We all have two roles to play in this game. The first is to represent the community at a bird’s eye level, and to care about its fate. The second is to dispassionately introduce dilemmas, as scientists conducting an experiment. The Quiet Year asks us to move in and out of these two roles. Next! What we'll be using to play! RE: The Quiet Year - Schazer - 10-25-2016 Equipment
A map Wrote: Project Dice Wrote: Contempt Tokens Wrote: The Deck Wrote:We'll use a regular 52-card deck, separated into suits. Each suit represents a season - ♥Hearts♥ for Spring, ♦Diamonds♦ for Summer, ♣Clubs♣ for Fall, and ♠Spades♠ for Winter. RE: The Quiet Year - Schazer - 10-25-2016 Setup
And now my wonderful co-players may step in! You all already got underway with this, but now it's time to finalise a rough idea for our community and its surrounds. Once that's settled, first in first served basically we introduce one detail about the terrain around our community, and sketch it on the map. Leave lots of blank space as we'll be adding more details throughout the game. Sanzh's suggestions are closer to what we're looking for at this stage of the game - geography over history, if you would. Broad strokes that help set a theme and tone for potential Important Resources or New Discoveries. My personal faves in no particular order are: Village near an irradiated Chicago Overgrown+flooded urban landscape Subway/metro/bunker survivors Postwar Mars Colony RE: The Quiet Year - ☆ C.H.W.O.K.A ☆ - 10-25-2016 i decided i might as well brainstorm a few as well: - the afterlife after god dies then i stopped. that's ridiculous. i can't even tell if that's good or bad. so, my picks from the offerings of others, roughly ranked: gangland usa cliffs with shipwrecks steep mountain settlements native tribe, colonial era (sign up now for the chance to punch some imperial bastards right in their maxims) mars colony dark desert highway, cool wind in my hair RE: The Quiet Year - setup - Schazer - 11-03-2016 After some chat in Discord, we settled on Desert Highway! Now each of us takes turns adding a detail to the map. These can be geographical or man-made features, and can be any distance from the main settlement (including right in the thick of it!) My detail: a deep gorge, and a large rusted bridge which traverses it. (I've drawn the highway and a rough representation of the town. Feel free to modify any of the existing buildings to be a detail, or add new buildings.) RE: The Quiet Year - setup - ☆ C.H.W.O.K.A ☆ - 11-03-2016 welcome to the motel arizona (note: this doesn't have to mean we're in arizona or even in the united states. the motel arizona in the middle of egypt, why not) RE: The Quiet Year - setup - Granolaman - 11-03-2016 The Car Graveyard lies just beyond the canyon walls. RE: The Quiet Year - setup - chimericgenderbeast - 11-13-2016 The last trickle of an almost-dead creek ends here, choking in silt and evaporating in the desert sun. The last green you'll find for miles grows on its banks, brown strands of reeds and grass. RE: The Quiet Year - setup - ☆ C.H.W.O.K.A ☆ - 11-13-2016 hm, i think with the canyon and the creek, we're starting to paint a place where there once was water, and now, there's not. like a dam went up, or global warming dried shit up, or something RE: The Quiet Year - setup - Schazer - 11-13-2016 And our starting map is almost ready to roll! We now each declare an important resource for the community, something which we might have in either abundance or scarcity. Once we have four, we'll find a consensus on one resource to be in abundance, and the other three to be scarce. Any resource not listed in this fashion is assumed to be neither abundant nor scarce; some cards drawn during the game will have options to amend our list of important resources. Some examples are: • clean drinking water • a source of energy • protection from predators • adequate shelter Our list: • textiles • • • RE: The Quiet Year - setup - chimericgenderbeast - 11-13-2016 Trade, more than any resource, is what keeps our community alive-- in times of plenty traders and merchants migrate across the still-intact Route, trading whatever we need for a night or two of safety. In lean times, we have to rely on ourselves, or turn to banditry, taking what we need from those traveling the Route. RE: The Quiet Year - setup - ☆ C.H.W.O.K.A ☆ - 11-13-2016 like any ghost town, we've got our share of ghosts RE: The Quiet Year - setup - Granolaman - 11-13-2016 Without Law our town would collapse in on itself in a vicious maelstrom of fire and anarchy. Order is the only way we separate man from beasts. With Law, our civilization will thrive. RE: The Quiet Year - setup - Schazer - 11-13-2016 The map is complete! Abundant Resources • Ghosts Scarce Resources • textiles • trade • law Gamestart coming soon to a thread near you RE: The Quiet Year - Schazer - 11-13-2016 The beginning
The week Wrote:The basic unit of play in The Quiet Year is the week. The three possible actions to end your turn are as follows: Discover Something New Wrote:Introduce a new situation. It might be a problem, Hold A Discussion Wrote:You open with a question or a declaration. Start A Project Wrote:You choose a RE: The Quiet Year - Week 1 - Schazer - 11-13-2016 And with that, I'll start us off! Week One The King of Hearts is drawn. King of Hearts Wrote:A young boy starts digging in the ground, and discovers something unexpected. What is it? A young boy starts digging at the ground, and unearths a thick cable, sheathed in black rubber and almost a foot thick. Trying to unearth it proves fruitless, it runs parallel to the main highway. It could be a phone line, or fibre optic, but it could also be a power cable. No way to tell with what's been unearthed so far if it's even still live. (This being "unexpected" depends on the current and pre-apocalyptic tech levels of this world+this town, so I'm leaving it up in the air for now!) --- I now choose to Start a Project. Some folks want to survey the canyon bed for resources/water/shelter/whatever. Due to the community's rope shortage, this is going to entail a lot of jury-rigging to create a means of safely transporting people+supplies down to the canyon's base. Support for the plan is tepid, so four or five friends with more ambition than sense will be working on this on their downtime. Scouting the canyon out, and installing lifts/ladders/platforms etc allowing access to the canyon bed will take five weeks. The map has been updated. Next up is Chwoka. |