An Unknown Future

Metal tools are wholly unnecesary. It is entirely possible to do so without them.

And, no, I entirely disagree that forcing artisans to learn to fish would stop them from time consuming methods of making boats. It'd do the opposite -- it'd force them to innovate to make their training easier.
Metal tools are needed to make it at all feasible, because they'd be spending even MORE time replacing tools broken or damaged by the crafting processes. It's why literally a third of our activity is making tools, whenever we build rafts, even our current simple rafts which require braiding fibers into rope and cutting down small trees and branches, uses a lot of tools.

If we forced our artisans to go fish we'd be working with lower quality and lower quantity tools, disincentivizing projects which consume many tools for better results, as the production cycle is less efficient.
 
Right, bit late, sorry about that, but I was a bit behind on background rolls.

Someone has gotten one hell of a cascading failure out there and has split from one tribe into four...

Anyways, vote locked. You're giving foxes rafts while telling foxes with rafts to scout the mountain sea and talking about the power of trinkets.
 
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For Shiny!
[React] Send the extra rafts to those outside of the camp
[React] Scout Mountain Sea

[Story] The power of Symbols
For Shiny!
In terms of what to do with the extra rafts, there was a great deal of consideration in what would be best to do for the tribe. Most every fox felt it was best that those foxes not in a proper camp still receive rafts for their survival. But to only approach the problem in one direction seemed wrong to The Foxes, and so they also talked up and asked those with rafts if they could scout out the Mountain Sea. Just to make sure enough was done.

The foxes outside of the camp proper were ecstatic to receive their own rafts and quickly set about using them to fish for their families. This, however, was quickly met with an increasing difficulty of maintaining the rafts as these foxes had less access to the tools and resources that were in the camp.

It was likely because of this that those foxes started being the ones volunteering to go out and exploring the Mountain Sea. Delving into the great mysteries of the area and bringing back numerous stories of what they found. Some of these were quite obviously big fish tales, but others were questionable.

The safe accounts were the ones that agreed that the Mountain Sea turned into numerous large rivers that converged into the Sea if you went inland, but every mountain seemed to still be wrapped by its own river. If you headed towards beyond the Mist though, it just seemed to grow in size if anything. Why this was, was unclear, but many foxes believed that the Mist and the Mountain Sea must be linked.

The more questionable accounts brought it to great attention that something was off about the Mist. Whether the place was actually a land of great mysteries and had many things such as fish so big that they made the fish in the Deep Ocean look like the smallest of fishes in comparison, or simply that it was the nature of the Mist to lose and confuse all foxes due to not being able to see where they were heading much of the time, no fox was sure. Some of the more popular stories included rocks that perfectly reflected the sky, a giant mountain that was actually a tree, and the hissing of an immense snake that could be heard if you went deep enough into the Mist. None were confirmed though.

The only thing of true substance that was found with the scouting mission though, was at what many of the Foxes were taking to calling 'Mist Raft Camp'. An impromptu camp set up by many of the foxes that were exploring the mist to repair and maintain the rafts. Said camp was quite popular for not only being a spot that could easily find the Foxes back to the Main Camp from within the Mist, but because large expanses of exposed stone could be found in the nearby mountain.

While this stone was not nearly as good as the amazing flint that some old tales spoke of, it was serviceable and that stone was likely to be exaggerated anyways.

The elders had also come to a conclusion as to what the focus of their stories revolving around the strength and support they drew from the amulets and trinkets they made for the journey. How they inspired them when in doubt, and some even claimed guided them to their final destination at the Border.

As the new generation that grew up on these stories came into adulthood, it became a common practice to make such trinkets to pull on the same strength their ancestors did for the long journey. Objects to prepare for a task, to denote accomplishments, as a sign of greatness. Soon, the ornaments all started having various meanings that foxes would gladly tell others about, and by merely looking at a fox you could tell much about who they were.

Together > Symbolic Community
When in doubt of what someone stands for, or how they fit into the world, you merely need to look at what they adorn themselves with. These symbols create order and understanding within a community.
Pros: Gain bonus to actions based on population. May spend immense amounts of prestige to prevent Authority loss.
Cons: Population Cap Decreased, tiny relationship penalty to those with low prestige.

The question remained, though, what would this new generation do? What challenges would they tackle in the future?

Choose two actions from the list bellow. Use the [Action] tag to denote your choices for this and put a x2 next to any option you wish to take a second time.

  • Be Creative: Encourage discussion, storytelling, whatever people can think of in order to enrich the lives of your people.
  • Build Rafts: Use tools to make extra rafts to allow you to travel much farther to get far away resources and explore further, as long as it is along a waterway.
  • Craft Ornaments: Create extra decorative pieces with which to adorn people and their dwellings.
  • Craft Tools: Create a stockpile of tools with which to work on major projects.
  • Forget Story: Some songs are best forgotten, ornaments best left buried where the next generation can't see. Make an effort to forget several traditions. (Current Targets Available: One's Own Way, Symbolic Community)
  • Insult: Show your greatness by insulting another group and showing they can not respond to you. (Current Target Available: No Targets Available)
  • Meet: Sit down and talk with a group to exchange stories and gifts. (Current Target Available: No Targets Available)
  • Migrate: Perhaps, this land is not good for your people. Migrate to a new land. (Current Targets Available: Colored Ocean Coast, Into the Mist)
  • New Camp: Use tools to construct more permanent shelters so your Foxes can live more comfortably. (Target Location: Colored Ocean Coast, Mountain Sea Entry, Mist Mountain)
  • Raid: Someone has stuff that you want or need. Go take it. (Current Target Available: No Targets Available)
  • Refine Story: Discuss the true meaning of a story and how your family should interpret it. (Current Target Available: One's Own Way, Symbolic Community)
  • Scout: Explore your surroundings to see what you can find.
  • Tell New Story: Songs can be steered to teach new lessons and ornaments new meanings where they had none before.
Hint: Vague measurements in different categories can have different actual costs, as they are relevant to their current situation, not absolutes. So when something that would be a single action says 'immense' for its cost, that is not the same as 'immense' in your stats.

QM/Note: I don't know how well this has come across, but you can basically now treat trinkets as things with meaning rather than just decoration and 'doesn't this look cool' in certain circumstances. This, of course, makes them less 'doesn't this look cool' and more of an expected aspect of life, at least for a couple generations, when you do it. Thus loss in prestige.

Technically speaking you can do this with things that aren't trinkets too, if you find other ways of gaining prestige.
 
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[X][Action] Craft Tools
[X][Action] Craft Ornaments

It might be a good idea to double down on the concept of ornaments now that we've already put an action into it. Perhaps we can get symbols of authority or even the very beginnings of written language (though probably cumbersome in the form of ornaments). And of course we need tools to do that.
 
It might be a good idea to double down on the concept of ornaments now that we've already put an action into it. Perhaps we can get symbols of authority or even the very beginnings of written language (though probably cumbersome in the form of ornaments). And of course we need tools to do that.
I should probably mention that, as far as you are aware, you don't need excessive amounts of tools to craft ornaments similar to makings lots of rafts or a new camp.
 
[X][Action] Be Creative
[X][Action] Craft Tools

Well, want to regenerate Culture and Tools so we can meet the raft maintenance demands and start a camp at the new site. Especially when we now have tool stone again. Want a stockpile so we can burn it the next crisis(due in 1-2 turns based on history)
 
We're at 1(2)/2, I'm not sure what that means. Can you clarify, @bluefur87?
Wait, what? Did I?
No, I did update that right. You got your number wrong.

To explain this stat, you're actually at 2 in the number of rafts, but you only are able to reliably pull at 1 stat worth of rafts at the moment, which is your cap.

The other rafts are floating about around your pop, mostly at Mist Raft Camp (which isn't a proper camp), but aren't able to easily be called upon since Mist Raft Camp is kind of just doing its own thing and was formed by foxes who just went with the flow in using excess rafts.

Then they found a way to keep them, while not really 'keeping' them.

So basically your Raft stat is 1/1 with 1 point being in limbo until something happens and it is no longer in limbo.

Edit: It should be mentioned that stats in parenthesis can be insanely wrong for one reason or another. Outside of the parenthesis is what your stat should be, inside them is roughly what it actually is. What that amounts to in the end is possibly wrong.

If this is too confusing for people I can just put what your stats should be (no parenthesis for stats), which is what matters for decision making actions, but ignores possible unintended consequences for what those actions do.
 
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[X][Action] Be Creative
[X][Action] Craft Tools

In that case, I'll vote this.
 
Archive: Civilization Stat sheet for " For Shiny " ; (Update 13.0/ Threadmark 21)
Stats:

Tools:
Some
Rafts: 1(2)/1

Culture: Little
Prestige: Very Little
Population: Low
Authority: Little
Traits
  • ???
  • Omnivore: Access to all types of food.
  • Playful Fox: Bonus to social interactions.
Statuses
  • Value Clash: Increased chance of social crises and miscreants. Decreased chances of heroes.
Fisher Faction (Ruling Faction)
Goals: Catch Big Fish
Power: Very Little
Bonuses: N/A
One's Own Way
The Better Way is not merely a single path, but a path that is different for each individual.
Pros: More options when facing a crises, the top two voted for reaction actions will be chosen.
Cons: More things are considered a crises by your population, reaction effectiveness is decreased.

Symbolic Community
When in doubt of what someone stands for, or how they fit into the world, you merely need to look at what they adorn themselves with. These symbols create order and understanding within a community.
Pros: Gain bonus to actions based on population. May spend immense amounts of prestige to prevent Authority loss.
Cons: Population Cap Decreased, tiny relationship penalty to those with low prestige.
Organization Type:
Early Despotic Tribe:
A form of government where a group is headed and led by an individual, who controls the overall aspects and goals of how the Tribe operates.

Leadership: Tribal Chief
Tools
-Upper Paleolithic Stone Tools

Construction
-Early Tribal Shelters

Culture
-Early Tribal Ornaments

Food
-Hunting and Gathering
-Fishing

Transportation
-Rafts
-Rafting

Spiritual
-Stone Seeing
-Primitive Singing
-Fishing Grounds
-Rock Outcrop
Boundary: Where the Colored Ocean abruptly ends and the Deep Ocean begins. You currently have your only camp located here.

Colored Ocean: A vast ocean filled with numerous colors, from interesting colored rocks to fish of many different colors as well.

Deep Ocean: An Ocean that doesn't seem to have a bottom. It is home to many very large fish.

Mist, The: An area of what appears to be dense water within the air, increasingly obscuring vision the deeper you go into it and cooling the otherwise very hot air.

Mist Mountains: A strange set of mountains that lie in what seems to be a fresh water sea teeming with life. It is located in the Mist.

Mist Raft Camp: An unofficial camp of Foxes located in the Mist near a known large outcrop of rock. Lived in by many foxes and used for repairing rafts that travel the Mountain Sea.

Mountain Sea: A series of mountains located in what appears to be a giant fresh water sea within the Mist.
Other civs...
 
So, do you all have any plans you are following? Short term goals? Long term goals?

I put the mission mechanic in there in an attempt to give you all a more directed outlook, but you seem to be mostly treating it as a 'that's nice' and otherwise ignoring it.

So far your plan seems to be 'get better rafts/boats' in regards to the mission and that's a reasonable enough sounding approach. Any plans on how to get better rafts though?

It's rather hard for me to not talk about what all of your options are, since you're likely to follow my advice a bit too directly in what is generally a sandbox game, but I can try and give what in character information I can.

I will say that I did warn you about being proactive though. If you don't like the mission that you picked out for the fishers, you need to try setting your own goal, such as (as a very basic set of examples and nothing more) 'figure out how New Story' works, reach a high enough pop for a third action (which I told you all about a long time ago, just not where that amount is, so I don't feel bad about bringing it up again), work on upgrading a certain cultural trait, try getting into contact with other groups.

I get why you're all really intent about having enough stats to ride out a storm, and I won't say you're wrong for doing so, but you should be asking the question of 'how much is enough and what do we need to do afterwards' less you slip back into the habit of being reactive and just prepping your stats for when you are forced to react to something.
 
So, do you all have any plans you are following? Short term goals? Long term goals?

I put the mission mechanic in there in an attempt to give you all a more directed outlook, but you seem to be mostly treating it as a 'that's nice' and otherwise ignoring it.

So far your plan seems to be 'get better rafts/boats' in regards to the mission and that's a reasonable enough sounding approach. Any plans on how to get better rafts though?

It's rather hard for me to not talk about what all of your options are, since you're likely to follow my advice a bit too directly in what is generally a sandbox game, but I can try and give what in character information I can.

I will say that I did warn you about being proactive though. If you don't like the mission that you picked out for the fishers, you need to try setting your own goal, such as (as a very basic set of examples and nothing more) 'figure out how New Story' works, reach a high enough pop for a third action (which I told you all about a long time ago, just not where that amount is, so I don't feel bad about bringing it up again), work on upgrading a certain cultural trait, try getting into contact with other groups.

I get why you're all really intent about having enough stats to ride out a storm, and I won't say you're wrong for doing so, but you should be asking the question of 'how much is enough and what do we need to do afterwards' less you slip back into the habit of being reactive and just prepping your stats for when you are forced to react to something.

There doesn't seem to be any actions related to fishing. I kind of thought we just needed to make sure we had enough rafts and the fishers would attempt to catch big fish on their own.
 
There doesn't seem to be any actions related to fishing. I kind of thought we just needed to make sure we had enough rafts and the fishers would attempt to catch big fish on their own.
They will, passively. How long that will take is unknown, but without taking actions that would actively encourage or increase the chances of it happening, you should be prepared for that taking quite a long time.

If you were to take certain actions that would give said faction the tools they need to pursue their quest, that time would start dropping dramatically.
 
Great Raft
[Action] Craft Tools
[Action] Be Creative
Great Raft
It was during the time when the Sun was getting ready to go for its rest for the night one evening, that the Boarder Camp of The Foxes received a strange visitor. In a strange raft that had numerous protrusions which no one could figure out if they were part of some odd, intentional design choice or if the raft had merely been poorly maintained arrived a lone fox that seemed to hail from the direction of Mist Raft Camp.

Deep Spear watched in curiosity, as the fishers who were asking him if he was okay, if he had gotten lost and not been able to find his way back to Mist Raft Camp somehow. The fox simply brushed off their concerns, stating quite loudly that he was here to see the Best Fisher and had something to show him.

Deep Spear stepped forward, flashing the necklace that denoted his status as he did so. "I apologize for my lack of consideration," he greeted the fox, one which, now that he thought about it. "And I am afraid I must apologize further. I do not believe I know your name young..."

"Mist Sea," the fox replied, looking not at all surprised and even pleased, "don't worry about not remembering me too much Best Fisher. My mom gave me my name after she kept loosing track of me whenever she turned her back." Deep Spear was rather sure that he had never actually heard the name before, but then again, while he knew it was his duty to visit both camps, no one wanted to stay at Mist Raft Camp's small lean-to's of a camp if they didn't have to. "I've also always been a curious Fox," Mist Sea went on, "it's kept me occupied and out of other's way. There was this one time when I was supposed to go on my first fishing trip-"

A cough interrupted his fellow fox, "I would love to hear about your adventures later, but come, sit with me by the campfire. I am sure you did not come all this way just to recount your youth."

There was a slight pause as Mist Water seemed to be caught, seemingly embarrassed at his over exuberance and sitting down on one of the logs rocks that surrounded the campfire even as a few vixens moved out of the way and ushered away some kits to give Deep Spear some much appreciated quiet that he could talk to the guest in.

"Ah, yes, well I have a favor to ask you," Mist started, "see, I've got this idea, this really great idea for a raft., but the local crafters in Mist Raft Camp got tired of me constantly using the tools to create some sort of stupid rafts, so they won't give me anymore. This would take a lot of the tools we've been stockpiling lately, but what's the point in just saving them right? Besides, I know I got this down right this time."

"Right," if nothing else, young Mist seemed to be an interesting fox. "If you don't mind me asking, what precisely is 'it'?"

"A huge raft! The kind that can finally catch one of those big fish. If I build that, then I can finally show all the fishers that I do know what I'm talking about when it comes to raft design. Well, I know you would understand the importance of raft design, being the Best Fisher and all."

The ability to finally catch a Big Fish was certainly tempting, it was the sort of thing that might even gain Deep Spear his own story, and even if the raft wasn't successful, surely something most come out of all of those stone tools?

Then again, maybe nothing would actually come from it and it really would be a waste of time.


QM/Note: ... sigh.

So I had this written up, and I looked at it. And I looked at it. And I kept thinking 'I can't expect my players to make a reasonable decision based on this.' That is the first time this has happened during the quest, and honestly it probably wouldn't happen too many more times, as I have figured out what I did wrong.

So I considered 'maybe I should just suck it up and call today a scrap and post a new entry Monday?'

I have decided not to. This is my first quest, and I had a lot to learn, but I have learned a lot, even if there is a lot left to learn.

At the end of the day, this quest has failed because I was too ambitious, and while I could continue awhile before that became a real problem, I think it has dampened my spirits enough that that would be unwise.

I want to do a bit of a better last hurrah for the quest than this, though, so I'll take questions until next Monday, at which point I will post a 'behind the scenes' sort of deal, which I will address what questions I can (likely to be all of them with a group as small as this) and some more added commentary on various massive misconceptions people have had, along with some general knowledge.

I truly thank everyone who participated in my first bumbling attempt at being a QM. I will likely try again in the future, hopefully more armed with knowledge and skill.
 
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Its fine. Sometimes you need a stopping point but a vote is pointless because theres no reasonable way the thread would choose NOT to do something or to do something.

Hopefully it will come again if the plans work out.
I suspect a part of the problem is running shadow-tribes which we don't see. A lot of work for no reward
 
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Its fine. Sometimes you need a stopping point but a vote is pointless because theres no reasonable way the thread would choose NOT to do something or to do something.

Hopefully it will come again if the plans work out.
I suspect a part of the problem is running shadow-tribes which we don't see. A lot of work for no reward
After thinking about it over the weekend, I have to say the actual problem is the stats. They're huge, they're excessive, and they do not help either me as the QM or you as the players actually understand what is going on in the world proper. As far as I can tell, they're added work that just makes the game harder to play. Both you and the computer spent way more time filling your stats than I expected or liked, and while that did reflect the need to focus on resources at this time in the world, it ultimately just made the game way slower than it should have been.

If I ever do a civ quest again, the system will likely be much simpler, while still trying to find a way to challenge players in survival.
What were the npc factions we never met?
*Pulls up sheet*
  • Jungle Tribe (Squirrel Beastfolk): a group of squirrels that lived along a large lake along the edge of the world (will explain later) much further inland from you and made their livelihood fishing and liked making ornaments. Were one of the more advanced tribes out there.
  • River Tribe (Humans): A tribe of humans that was spread out along the river which you found the flint. They were pretty close to said flint, actually, and have managed to somehow to constantly spread in every direction there isn't another race. Tied as one of the only tribes to have 3 camps. They were also playing around with caring for plants as supplementary food.
  • Plains Rabbits (Rabbit Beastfolk, one of the groups that hasn't advanced to tribe): A bunch of rabbits that live along the southern border of your plate (will explain later) where there is a rather large grassland. Migrated their as a result of really crappy fracturing rolls and migration rolls.
  • River Rabbits (Rabbit Beastfolk): Some rabbits that lived on the coldward (hence forth acknowledged as eastward) river that the flint network was on. Said river was actually two rather large rivers joining into one, btw. The other tribe to have three camps.
  • Mountain Folk (Humans): A group of humans that went further up river and split off to live in the mountains. They made tools for the most part and nothing else of note.
  • Sky Tribe (Foxes): Probably could be called the most direct descendants of the Sky Stone Tribe. The only ones to unlock magic... Immediately after they went full isolationist.
  • Flint Folk (Humans): A group that managed to form in between the mountain folk and river tribe. They quickly became the proto traders of the day and had their camp basically sitting on a flint deposit.
  • Stone Tribe (Foxes): Broke off from the Sky Tribe and moved into the old stone site you found. They probably were the group that had the most crit fails out of anyone on the map. Believed for a brief time that shaping tools with by banging your head against them showed you were the true leader of the tribe... that was when the Wise Tribe (which you met) broke off and formed, determined not to be that stupid.
  • High Lake Tribe (Squirrels): Broke off from the Jungle Tribe quite awhile after everyone else experienced fractures. Remained friendly with them due to the base culture being one of making shiny and quickly adapting to a trade culture as a result.
  • Ocean Forest Tribe (Foxes): Yeah, remember those foxes that were 'eaten by wild animals' during your panic event? (more on that later) they actually went and formed a tribe on the flint deposit you found.
  • Forest Tribe (Rabbits): A bit down river of the River Rabbits, ironically, they were the only other group to start pushing into the tech tree for agriculture, though not as far along at it as the humans.
  • Cliff Rabbits (Rabbits): A breakaway from the Plains Rabbits. They lived on the actual border of the plate and had decided to cut away a path down to the bottom... with crude stone tools... and almost no physical power... without having the human trait for prolonged labor. They didn't get very far.
  • High Mountain Folk (Humans): Broke off from the mountain folk to go further into the mountains, because apparently there is no such thing as isolated enough.
  • Stone Shore Tribe (Foxes): This one of the tribes that broke off from the Stone Tribe in a massive crit fail. They formed at the first camp site you had in the game after your exodus to this area of the map.
  • Stone Fish Tribe (Foxes): Another group that broke off from the crit fail. They moved to your old site in Fish Bay and then proceeded to kick out the Wise Tribe.
  • Stone Falls Tribe (Foxes): The last group that broke off from the crit fail. They ran off, far into the mountains and started a camp up on a waterfall that went into the ocean. Like I said, far, much farther than you got via boat.
  • High River Tribe (Human): The last tribe, and very new. They broke off from the human river tribe in a simple desire to seek more food (something the tribe valued a lot because of their values).

Now, on to some fun facts.

  1. The ??? Trait was magical bloodline. It was something that only Beastfolk could do, but only if they managed to find their way into the right culture trait, and even then it wouldn't be notable. The Sky Tribe had managed to get very primitive elemental manipulation and were going to be very good at making carvings in a few generations as a result. Other paths were spirit magic and health magic that would eventually give the potential for a non aging hero character to be born, of which only one could be alive at a time.
  2. The Beastfolk were a race created by tectonic shifts in the world causing a particularly large magical 'eruption' for lack of a better term, to come from bellow the planet. Said eruption also had the side effect of causing a thousand or so year mini ice age in the area you started in.
  3. Speaking of unusual geology, metalworking was not a thing. It would never have become a thing. Instead, the path for durable tools was locked behind fishing down particularly large fish that would only be in the deep ocean normally, outside of a few, very rare, places. These fish would have bones that were basically obsidian, and when combined with the magic processes, would start gaining resistance to shattering. Said magic processes required the sort of stone you couldn't make tools out of at the start, which was not located in the same areas as said large fish. This gave me my own sort of bronze set up, where if something interrupted trade, say goodbye to the civilization that was built up around that.
  4. Races could crossbreed. You may be able to assume that is where kitsune would come from. However, crossbred races would have half the strength of traits as their parents, unless certain traits were similar. You were a strong pairing with humans for social traits, in that neither your playful nor the heightened human empathy would be weakened. Magic and human endurance would, however.
  5. The world was flat. Plates would rise and fall all around the world, creating large, giant cliffs, and at the border of the world was a vast, infinite plate of water. That, falling down into your plate, was the source of the Mist, and combined with various magical properties, shaped the land near it in strange ways. Said nigh infinite body of water was fresh, by the way, and had the giant fish. So, theoretically, someone could get up there and create a fleet of ships that would just wander the area forever, resupplying on parts and maybe even new boats by killing large fish. Wasn't sure if I'd go through with that or not, but it was an interesting idea to entertain.
  6. The 'world is ending' thing was caused by a minor tectonic activity aligning to create the aurora effect, a minor weather roll failure, and a crit roll failure on your superstition check combined with your trait that makes any perceived crises more likely to be considered a crises. Could have easily stayed there and been good... well, other than your neighbors that were apparently about to decide to go raid everyone near them to show how badass they were.
  7. When you were talking about being badgers, I was looking at the rabbits, looking at the volcano about halfway inbetween you two, and just laughing. I don't know whether or not I should be sad you didn't pick badgers... (not sure most of you will get that reference).
Anyways, that's it for the quest. Once again, thanks for participating!
 
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