Has anyone considered making:
An ATLA Earth Bender Village Management Quest where the Players are the new Village Chief, and try to navigate through the conflict with the Fire Nation? Or something similar to the Star Wars Quest Magoose just spawned?
The End of a New Beginning | ATLA Earth Nation Village Management
Draft 1:
A world in an inharmonious disarray as the Fire Nation seeks to expand their ever expanding Empire to one day consolidate the whole world under its sphere of influence. The Avatar remains missing, and hope for the end of this nation of aggression steps further more towards the end and into despair. However, instead of being a force that would hopefully relieve the issues at Omashu and drive back the Empire, you are just simply a person left in charge of a village and nothing else.
That's right, you're a Village Chief – rather insignificant in the great political landscapes that's been solidified since the first years of the War. But, sometimes all it requires for a grand change in the world is starting somewhere unknown. A place and person unexpected, and perhaps you'll become that very person.
But first, who has become the Chief of their village?
[] What is your name?
[] What is your appearance?
[] The Naive Dreamer – The Hybrid: You have dreamed since you were young about a world of Peace and Prosperity, of values and ethics that's inbuilt by your parents. This grew as your parents found others and eventually created a village of people simply living their lives in a world where the Fire Nation no longer continued their war of supremacy. Still even as you grow older, you couldn't help but still dream for a better world for you and the people around you will live in. Will you have what it takes to bring forth a naive dream into a World of Fire and Blood?
Pros:
The Populist Dream: You dream of a world of the betterment of the people, and you will not simply bend your knee to leave such an ideal. You see the lives of the common people and believe they could be better, especially for those that are struggling with no help or opportunities that allow them to rise above the ashes and beyond what is capable at the moment. (When introducing new policies/changes that benefit the people, gain +30 to all rolls to implement legislation.)
The Learner: You are one that read available books and scrolls that your parents have gained over the course of their journeys, and it was mostly those works on ideas about a better world that contributed to your ideals. Different from those around you, you are able to read and write properly, and you can tell that your capability of learning has increased greatly. (You will Gain Skill: Literacy [Basic] when starting in addition to having an additional action only for personal learning.)
Cons:
Inexperience in Administration: For while you may be learned, with the passing of your father you have no such experience in the administrating of a small village, which in the long term prove to be difficult in order to enact the changes you want to bring. (You will only be able to use 2 Stewardship Dice until you manage the village for a year.)
The Village Council: In order to help guide you on the off-chance of something going wrong, the formation of the Village Council consisting of the oldest of the villagers to advise and would help in the enactment of a new legislature. This also means they could veto if it goes against their interests and would count as a failed legislature. (A Village Elderly Council is established in order to pass new legislation through, they'll be wary of new legislation that undermines their way of life or goes against their interests.)
[] The Revolutionary – The Equalist: The World is on fire, and it was thanks to those benders that thought they could continue ruling the world. This will no longer be the case! You gathered yourself a band of followers of your cause to form a settlement to one day lead the charge and rebel against the status quo of the World. No longer will Benders look down on them, but instead have to acknowledge them as their equal – and perhaps even further as believed by some people in the community.
Pros:
The Revolutionary Spirit: Despite the odds, you know that you'll make your dream come true, whether that be the current generation or the next, the next, and all the days afterwards. No matter what, you'll never bow down and surrender your ideas of revolution and equality to the world. (When in times or doubts or uncertainty related with your ideals or a possible defeat, gain +30 to all rolls to restore your and the people's faith in the Revolution.)
The Revolutionary Fighter: It wouldn't do for you to simply talk about ideas and not be at the charge of leading it. Your travels allowed you to learn the way of fighting, combining styles from those you learned from, and honed your skills in the art of battle that combined with your revolutionary fervor a great presence for your troops' confidence in your capabilities. (You will Gain Skill: Fighter [Basic] when starting in addition to a reroll for your troops if the fight goes worse for your side.)
Cons:
The Revolutionary Dream: Your dream is a violent one, as what the Fire Nation's invasion only taught you and your followers that in order to change the world – it can only be done through violence and bloodshed. (You will alienate Moderates and Sympathetic Benders in your quest of a violent revolution and overthrow of the current world, relations with those factions will start at [Poor] instead of [Indifferent].)
Compromised Ethics and Ideals: Your dream is a flexible one, and so are your morals and ethics. You will not hesitate to conduct purges, keeping tabs on the people through unsavory means, and even reduce the liberties of your people as they are simply statistics to the Revolutionary Dream. (Your people will live in fear of you, and whilst your charisma might draw people in, once they found out your true self they will not be comfortable around you again..be wary of factions to replace you if you stumble in your efforts.)
[] The Forsaken – The Supremacist: It was thanks to these rabble folk peasants that the Fire Nation went after them! You are one of the survivors of a Fire Nation Attack that were taunted by the peasantry with no intelligence in knowing how to Bend at all. They took the Men, The Women, and the Children too – they slaughtered them like animals! You hate them all. You were chosen from your status as a survivor and experienced person to become the leader of the village that just needs to rebuild.
Pros:
Preparedness and Shrewdness: You have prepared for the possibility of the return of the FIre Nation to finish what they started. A warning system of spies around the area by the survivors on patrol as an early warning sign would be sufficient, one that has you tap into the global news in how they are functioning. (Your preparedness and shrewd maneuver has allowed you to create a Spy Network with access to the Rumour Mill at the beginning.)
Prayer on the Avatar: In this moment of time, your people need faith. With the avatar becoming missing, only they can hope for his great return to finish what he was meant to have started. You couldn't help but approve of this notion, after all – only the Best of the Benders can defeat and restore peace than some unbender rabble that believes they know better. (Once the Avatar returns,
especially arriving at your village, gain +30 Rolls on all actions as a symbol of morale.)
Cons:
The Superiority of the Benders: It is clear from your experience that only the Benders can take action and revenge against the Fire Nation and the world, with no place for those that are unable to use it. You made sure to keep them out of any powerful positions, or even important sectors like agriculture and merchant hood. Only the benders can have a role, and the rest shall remain the outcasts as they are. (Your prejudice against the Non-Benders knows no bounds, you will alienate the moderates and the non-benders, relations with those factions will start at [Poor] instead of [Indifferent]).
A House Ruined: It wasn't long since the invasion, and the remainder of people needed new homes and the restoration of their lives back to what it once was. That means they are impatient, and will not hesitate to leave with their families to seek better places elsewhere for a better life for them – even if they have to stumble upon bandits. (No less than 2 Dice per turn spent on reconstruction will only make people leave, finish the reconstructions within 2 Years before some decide to leave.)
N/A: Any Thoughts? Was planning for it to be a (4 Turns = 1 Year) typical approach, and taking place 10 Years before the start of the series - should it remain 10 years?