Try to survive the Winter: A planquest in Fantasy Colonial America

Yea we definitely need to have only 1-2 dice on endless hunger, though we've gotten good feedback on our food intake that's more in the sense 'I thought you'd have to cannibalism' not 'you can survive a famine'.
 
I forget to ask but how many people count or communauty ? I suppose that it's less than a thousand but I would lile to have a rough estimation by curiosity.
 
Now that I think about it. Are there things like the wendigos ?
There are stories of eating human flesh turning people into monsters, not much is know beyond that. In general, if something attack people to eat them, the folks kill it first, and maybe ask questions later.
I forget to ask but how many people count or communauty ? I suppose that it's less than a thousand but I would lile to have a rough estimation by curiosity.
Roughly 500 colonists and 250 Winter Walkers. Mostly adults and teenagers, few elders or children (since they were more vulnerable during Winter).
 
Adhoc vote count started by OldShadow on Apr 19, 2023 at 3:09 PM, finished with 35 posts and 8 votes.

  • [X] Plan: 2.0 WINTER HAS ARRIVED
    -[X] Endless Pit: 2 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] The Winged 1 harshness dice
    -[X] Old and Forgotten 1 cold dice
    -[X] From the Red Wood 1 hunger dice
    [X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
    -[X] Endless Pit: 2 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] Sara Promises and half-truths. 1 harshness dice
    -[X] Old and Forgotten 1 cold dice
    -[X] From the Red Wood 1 hunger dice
    [X] Plan: WINTER HAS ARRIVED
    -[X] Endless Pit: 2 hunger dice
    -[X] Sara Promises and half-truths. 1 harshness dice
    -[X] The Vermin 2 harsheness dice dice
    -[X] Fleshless, 1 cold dice
    -[X] Proving of the Made 1 cold dice
    -[X] Playful Winds: 1 cold dice
    -[X] From the Red Wood 1 hunger dice
    [X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
    -[X] Endless Pit: 3 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] Sara Promises and half-truths
    -[X] Old and Forgotten 1 cold dice
    [X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
    -[X] Endless Pit: 3 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] Sara Promises and half-truths. 1 harshness dice
    -[X] Old and Forgotten 1 cold dice

Current tally.
Since it is an important vote (game over are possible, as potential way to take strengh from your foes), I will let it run for 2 to 4 days, depending on the activities and debates in the thread.
 
Adhoc vote count started by OldShadow on Apr 19, 2023 at 3:09 PM, finished with 35 posts and 8 votes.

  • [X] Plan: 2.0 WINTER HAS ARRIVED
    -[X] Endless Pit: 2 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] The Winged 1 harshness dice
    -[X] Old and Forgotten 1 cold dice
    -[X] From the Red Wood 1 hunger dice
    [X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
    -[X] Endless Pit: 2 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] Sara Promises and half-truths. 1 harshness dice
    -[X] Old and Forgotten 1 cold dice
    -[X] From the Red Wood 1 hunger dice
    [X] Plan: WINTER HAS ARRIVED
    -[X] Endless Pit: 2 hunger dice
    -[X] Sara Promises and half-truths. 1 harshness dice
    -[X] The Vermin 2 harsheness dice dice
    -[X] Fleshless, 1 cold dice
    -[X] Proving of the Made 1 cold dice
    -[X] Playful Winds: 1 cold dice
    -[X] From the Red Wood 1 hunger dice
    [X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
    -[X] Endless Pit: 3 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] Sara Promises and half-truths
    -[X] Old and Forgotten 1 cold dice
    [X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
    -[X] Endless Pit: 3 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] Sara Promises and half-truths. 1 harshness dice
    -[X] Old and Forgotten 1 cold dice

Current tally.
Since it is an important vote (game over are possible, as potential way to take strengh from your foes), I will let it run for 2 to 4 days, depending on the activities and debates in the thread.
fyi there 2 votes at the bottom for 2.0 + no winged and sara that the vote tally seperating due to a plan change
 
Alright so next season we will have to be sure that we have food surplus for the next winter. Luckily we are in a land of supernatural abundance. We will also have to make better walls for our town for all the kind of creepy monsters that aren't etheral. At best I hope that we will be able to build the factory and begin making muskets. Every militemen should have one. Befoee that I will not feel confident enough to face the beasts of the winter and raid the ennemy tribe to free prisoners.
 
At best I hope that we will be able to build the factory and begin making muskets. Every militemen should have one. Befoee that I will not feel confident enough to face the beasts of the winter and raid the ennemy tribe to free prisoners.
I think a way to produce firearms is a middle-term goal at least. There's a lot of steps we need to take before musket production becomes and option, so I see as a multiyear project.

I think our goals for next year should be, in order of importance

-Get some metal & metal processing ability
-Get some charcoal &/or coal to help with the metal and more heat generation
-Get more supernatural defenses
-Improve our houses for more protection/morale
-Increase food production

The first three especially. It wouldn't surprise if we get the ability to block some winter dice as we get more supernatural defenses.
 
Yeah. Just being able to make, like, a bunch of spears or steel arrowheads for the bows and arrows the natives probably already have would be good.

Also axes. Because that's a virtuous cycle; to make iron we need to cut wood to burn into charcoal to fuel the smelting process. Lots and lots of woodcutting.
 
Don't forget to also heat our homes. Honestly, getting charcoal is worth it just for that alone given that Cold dice are a thing.
I don't think charcoal is actually a better choice for that than wood? It takes active fuel consumption to make charcoal; having that extra wood to throw on your hearth fire is probably better if it's just about staying warm.

The thing charcoal is absolutely vital for is iron working because a wood fire literally cannot get hot enough to do some of the necessary steps to refine the ore.
 
Also for the metal maybe we can scrap things from the ancient colony that we didn't take when we left?
 
I don't think charcoal is actually a better choice for that than wood?
Just googling that gives me this

"Charcoal is better fuel than wood because: When the same amount of charcoal and wood are burnt, charcoal produces almost twice the heat produced by wood. Charcoal produces much less smoke than wood. Charcoal is a compact fuel that is more convenient to handle than wood."

So apparently, yes. Charcoal is better than wood.
 
So apparently, yes. Charcoal is better than wood.
That is only if you don't include the conversion ration of turning wood to charcoal.

From what I have read, the ration is between 3-4 units of wood to 1 unit of charcoal. That means that there is going to be a decrease in total heat that can be generated. Unless a 2 to 1 ration can be done, it isn't worth it for heating.
 
-[] Plot [0/25]: By planting some Razorweed around pole into separated poles planted in the ground, we can have an easy way to provide Razorweed thorns and pods without unnecessary risk to the gatherer, however this a little to no defensive impact. Razorweed supply enhanced.

-[] Around the perimeter [0/50 Progress] : By seeding Razorweed into the near wild, we could cause it spread, allowing gathering expedition and passive culling of the beasts and spirits of the Wilds. However, it means that our hunter and woodcutter could stumble upon wild Razorwild during their work. Razorweed spread into the near Wilds.

-[] Pits tactics [0/75]: Razorweed do not need much sunlight, we could put some razorweed around into the growing ditch around our town. It would need some feeding to stay alive, but Winter should provide for that… + Defense, unlock Razorweed traps.[/JUSTIFY]

-[] Hedge building, Phase 1 [0/100] : After they heard stories of Razorweed once being used to protect some of the most precious of the Awake's gardens, some of our people propose to plant an hedge Razorweed around our fields, to serve as an additional defence and preserve our crops against beasts, corporals or not, and, according to some older Winter Walkers, to enhance the land fertility. However, this would a long-term project. + Defence, Enhanced fields, Unlock the Maze of Thorns Capstone Project.
old shadows is it possible for these to overflow into each other so like for example we put 1 dice on plot it rolls a 50 would it be possible for that to overflow into pits or hedge building or whatever other razor project we are working on at the time

also unrelated since hedge buildings enhance our field that a good project to improve our overall harvest and get more food for winter
 
Also for the metal maybe we can scrap things from the ancient colony that we didn't take when we left?
Yes, but you still have to work it, and that takes a charcoal forge, plus also we probably would have taken the conveniently portable metal as a high priority because it'd be damn hard to replace.

Just googling that gives me this

"Charcoal is better fuel than wood because: When the same amount of charcoal and wood are burnt, charcoal produces almost twice the heat produced by wood. Charcoal produces much less smoke than wood. Charcoal is a compact fuel that is more convenient to handle than wood."

So apparently, yes. Charcoal is better than wood.
On top of the part where you can easily wind up having to use up more than two kilos of wood to get one kilo of charcoal, thus producing less net heat...

Making charcoal requires you to heat wood over a slow fire buried in a kiln for days at a time, and for practical reasons generally has to be done in among the trees you're cutting down to make charcoal from. In this setting the risk of being eaten by monsters is... nontrivial.
 
Making charcoal requires you to heat wood over a slow fire buried in a kiln for days at a time, and for practical reasons generally has to be done in among the trees you're cutting down to make charcoal from. In this setting the risk of being eaten by monsters is... nontrivial.
Considering the threat of monsters and everything else, I think the people would just build a charcoal kiln near the settlement and just deal with the loss of efficiency in carting thw wood back.

And considering we are a closer to 1000 village, I think we can build a kiln big enough that using charcoal for heat become worth it.
 
Considering the threat of monsters and everything else, I think the people would just build a charcoal kiln near the settlement and just deal with the loss of efficiency in carting thw wood back.
Yes.

And considering we are a closer to 1000 village, I think we can build a kiln big enough that using charcoal for heat become worth it.
No, I really don't think so, for two reasons:

1) The amount of BTU-equivalents of heating you get out of all the wood brought into the settlement is likely to exceed the BTU-equivalents you can get out of burning only the charcoal left behind after some of that wood has been burned already to 'bake' the rest of it into charcoal.

2) Charcoal burning takes time and labor- you need one or more competent people watching the kiln all the time through a burn that's roughly a week long. And if you fuck it up, you don't get very much usable charcoal at which point the wood is made useless. It's not a "free" step. And there are only going to be so many people in the village who even have a rough idea how to do it. We have neither the man-hours nor the expertise for this to be a productive use of our time.
 
Adhoc vote count started by OldShadow on Apr 22, 2023 at 2:03 PM, finished with 52 posts and 9 votes.

  • [X] Plan: 2.0 WINTER HAS ARRIVED
    -[X] Endless Pit: 2 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] The Winged 1 harshness dice
    -[X] Old and Forgotten 1 cold dice
    -[X] From the Red Wood 1 hunger dice
    [X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
    -[X] Endless Pit: 2 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] Sara Promises and half-truths. 1 harshness dice
    -[X] Old and Forgotten 1 cold dice
    -[X] From the Red Wood 1 hunger dice
    [X] Plan: WINTER HAS ARRIVED
    -[X] Endless Pit: 2 hunger dice
    -[X] Sara Promises and half-truths. 1 harshness dice
    -[X] The Vermin 2 harsheness dice dice
    -[X] Fleshless, 1 cold dice
    -[X] Proving of the Made 1 cold dice
    -[X] Playful Winds: 1 cold dice
    -[X] From the Red Wood 1 hunger dice
    [X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
    -[X] Endless Pit: 3 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] Sara Promises and half-truths
    -[X] Old and Forgotten 1 cold dice
    [X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
    -[X] Endless Pit: 3 hunger dice
    -[X] The Vermin 1 harshness dice 1 cold dice
    -[X] Proving of the Made 1 harshness dice
    -[X] Playful Winds: 1 cold dice
    -[X] Sara Promises and half-truths. 1 harshness dice
    -[X] Old and Forgotten 1 cold dice

Okay we got an equality between Plan: 2.0 WINTER HAS ARRIVED and Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara.
If no one one vote in, let's say two hours, I will roll to solve the equality, and then rolls the turn's dices.
 
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