Game Philosophy
Game happens at game
There are no downtimes or between-game actions. Typically, new information is presented at the start of game, and the choices or responses are due by the end of game.
Community Goals, Community Progress
A lot of progress looks like the village getting a bakery or a sawmill instead of an individual spending xp to get another rank of melee skill.
Build the bakery for pastries at breakfast. Succeed in the Dwarven quest, and expect better dwarven trade goods. Or choose the fairies, perhaps?
Children are welcome
Children are part of the game, but this is not a child-only game where children do things and adults are also there. These aspects should be supported by the setting. Some themes will need to be “off limits.”
Abundant downtime
Most challenges are time-bound, especially the physical challenges, so that nobody skips the party to “work harder on the bakery”, and so that game doesn’t feel like a job.
Progress is Visible
If the village has a lot of something, players can see its representation in the game space.
Buildings: Either as actual buildings (with signs), or “signposts” that point the way to them. “This way to the bakery” reminds everyone that a bakery exists, even if it is ‘off screen’.
Goods: Either with great physreps, or labeled “boxes under a tarp”. Every player should have a sense of what the village “has”. Not precise numbers, perhaps, but knows the difference between “none,” “a ,little” and “a lot”
Themes
The game is about a healthy community, not necessarily perfect people. Part of being that healthy community is figuring out how to meet the needs of its members. Even if they vary.
No Combat
This isn’t a fighting game. If you feel that a conflict would come to blows, reconsider your actions until they don’t.
Nearly No Logistics
Simplify the game mechanics so that extensive pre-game and at-game out of character paperwork is unnecessary.
Nearly No NPCs
Players should turn to other players for their most meaningful experiences. Use in-game information to make goals clear, with staff-run NPCs as a last-resort “velvet clue-by-four”.
Recipe books and “build manuals” make it clear what goals are possible.
Storylines requiring “single heroes” or “special visions for special people” are out of step with this theme.