Orders Deadline = Wednesday Night GMT Update in Progress *Accepting applications to join with new characters for day #10* --- WARNING: gratuitous pixellated nudity and violence. The light. The all-embracing, comforting, warming light. It is all you have known. All you can remember. And now the light is fading; ideas, concepts stream past the edges of your consciousness - the challenge, the excitement, the possibilities, the adventure, the opportunity for creative expression. Now your sense of identity is being squeezed, formatted into a strange, new alien form. The deep knowingness that transcends dimensions now fades into nothing but a faint echo, for a whole new sphere of experience is now upon you, overwhelming you; pressure. Gravity. Weight on your feet, wind on your skin... You breath in deeply. You exhale. You open your eyes. You are here. Naked, alone... Human... Welcome to NESCraft. I have no set goal or agenda with this NES. It may be described as a sandbox survival NES-Lite, inspired by games such as Minecraft, Spore, and even The Sims. There are many ways in which this could evolve. Players who wish to take part will be thrown into a wild and untamed world; you need food. You need rest and shelter. And by both day and night, there are wild creatures who want to eat your liver. Players can help each other to survive, or fight and steal from each other. You can try to build up the crafts and tools of civilization, or you can hone your skills as a hunter and warrior. You can carve out territories and build villages. You can all come together to found a city. You can wander the world as a seasoned hunter-gatherer. Or you can meditate, commune with the spirits and learn the ways of Mana. The choice, as they say, is yours... RULES: For the first few turns, players can join as brand new, adult human beings. You have a language, you know how to move your body, and you have some in-built knowledge about how to survive. But otherwise, you have no memories. You are a blank slate. And initially, you will not know where you are in the world in relation to other players. You can select your DNA and bonus characteristics, and set your preference for gender and starting terrain. You are then free to do as you wish. But be aware that you inhabit mortal bodies - by one method or another, you will eventually return to the Great Light. Each turn is a day, and few human bodies can survive more than 16 days in this world. You will then have options to reincarnate, should you wish to. At all times, all players shall have direct control of one, and only one human (or other being). If players have children, they will begin as NPC characters. NPCs may continue to have children of their own, and eventually large populations could arise – if so, they will need leadership! The World Map The map is meant to be representative rather than literal – a tree represents a group of trees, a single animal icon represents a population of such beasts, and so forth. But in general, the scale of this world is much, much smaller than the real world. Think Spore – as you stand on this world, you will notice a very strong curvature to the horizon. Human figures on the map will however represent individual players, until – as and when – NPC tribes and towns may arise. [The world map remains hidden until someone starts mapping: see updates for areas that are known] Action Points Ultimately, you have but one resource - time. By default, you have 3 Action Points (AP) per day, a day being a turn. As mentioned, life is short in this world! AP cannot be banked, nor can it be traded, except in the sense of agreeing to do work for others. One day, one AP may be spend crafting Stone Tools, one AP may be spent wandering and foraging for food, and one AP may be spent resting, to give but one example combination. You may also wish to specify that an action is undertaken Stealthily (avoid any danger at all costs) or Aggressively (accept no barriers to your intended action). By default, a moderate level of caution will be exercised. If you do not eat – expect to have less AP the next day, through starvation. And eventually, you will starve to death. If you do not rest – expect to have less AP the next day, through exhaustion. Conversely, you may gain AP through eating well and getting plenty of rest. Such that available AP may range between 1 and 5, or even higher. But never less than 1 AP for any conscious player. Note that simply picking something up – such as a rock, stick, or dropped item – does not count as an Action Point in itself. Nor does eating from a stockpile of food. Nor does moving between very close locations. ADVANCED RULES: Spoiler : Skills and Experience Generally, the more you do something, the better you will be at it. Specialist skills may be acquired. You will then also be able to teach others, making it easier for them to gain skills. This can include crafting items – with experience, you may be able to craft certain things at double the normal rate, or more. Resources and Technology This world has familiar rocks and minerals, such as coal and iron ore. But it also has strange minerals with miraculous properties. Over time, these can be found and experimented with. Many of these ores will not be immediately evident on the map. One may have to go digging around with appropriate tools, such as a Pickaxe. Cave entrances may be a good place to start. The more items are crafted, the more items can be crafted using those crafted items. And thus technology can progress, from stone to iron and beyond. But it will not come easily - steampunk machines are possible, but it will take a long chain of AP-intensive work by dedicated players to get there. The problems of food and shelter would need to be overcome first. Spirituality and Mana In contrast to the possibilities of technology, there is also a powerful spiritual force that permeates this world. It resides in all things, and one can learn to focus and channel this power. But don't expect to summon fireballs at will. For convenience, we will call this... Mana. Mana mostly manifests itself as a subtle force that acts upon otherwise random events and interactions, with strongest effects on living things. It can be harnessed to attract good weather, good hunting, good fortunate and good health. It can be used to repel misfortune, or to summon misfortune upon your enemies. It can be used to 'enchant' people, items and buildings, for good or ill. You can build monuments and temples that serve to store and amplify these good or bad vibes, and broadcast them over the surrounding area. The Great Light has many aspects and many faces. There are as many as the stars; as many as you can imagine. It can manifest as any kind of deity you wish. If you wish to invent a religion, you are free to do so! As with technology, it will take a lot of time by dedicated players to reach the heights of spiritual power and awareness. For more information, please meditate and contact your inner self. Inventory and Carrying Items By default, you can carry two items at a time – one in each hand. Heavy items such as Rafts, Timber and Stone Blocks must be carried with both hands. You will need to craft yourself a Backpack to carry 2 additional items of any size/weight. And/or, a Belt/Harness can carry 2 tools and weapons for quick access. You can also wear clothing and/or Armour for protection from harm, and the elements. Ornaments and etc can be worn without using up any of these slots. ITEMS AND CRAFTING FORMULAS: Spoiler : If you have played Minecraft, the following should be familiar to you. I do not wish to force players to use a specific set of items, as you are free to experiment, but the following can act as a guide and reference. Reminder that it costs nothing to simply pick up an item; Sticks can be freely collected from any tree on the map, and Rocks can be freely collected from any rocky (grey) area on the map, or any collection of boulders you may see. Both of these function as basic weapons and tools in themselves, or can be crafted into numerous other things. Each of the following formulas cost 1 AP: Rocks can be crafted by hand into Stone Tools: set includes a flint knife that doubles as a weapon. But the main thing is, this gives more crafting options. Rocks, Bone, Ivory and various other materials can be crafted with Stone Tools to make Ornaments: look cool and impress people! Sticks and Rocks together can be crafted into a Stone Axe: an aggressive, swinging weapon that also serves as a tool for cutting down trees into usable Timber. For best results, swing with both hands. Sticks and Rocks together can be crafted into a Stone Spear: an all round decent weapon that allows you to keep a bit of distance from the target, and can pierce the thick hides of animals. For best results, grip with both hands. Sticks and Rocks together can be crafted into a Pickaxe: a rock-breaking tool. Not the most efficient weapon, but does have particular armour-piercing qualities with a good strike. Sticks and Rocks together can be crafted into a Hoe: for clearing and tilling soil, presumably you have something you want to plant. Can be used as a weapon, marginally better than a simple stick. Grass/Wheat/Crops/Bamboo/Sinew can be made into String: multiple uses. Sticks and String can be made into a Sling: you got yourself a ranged weapon that can use multiple ammunition types, such as Rocks. It cannot do much hurt to armoured or thick-skinned targets. Requires two hands. Sticks or Bones together with Rocks can be crafted using Stone Tools to make Arrows: ammunition for a bow. Likely to be consumed during use. 2 lots of String can be crafted into a Whip: for use in bringing animals to heel, also a versatile weapon that can dis-arm opponents. ------ Sticks can be rubbed together to make a Fire: stay warm at night. While eating, cook your food to make it tastier. You can really get a bonfire going by adding materials such as Timber and Coal. Rocks can be made into a Furnace: for industrial experimentation, or extreme cooking. Just fuel this with Timber or Coal, and you can get to work with any special Ores you come across. ------ Grass/Wheat/Crops can be crafted into Linen: works as a mattress/blanket for sleeping, and also as a stage-1 material for other things. Linen or Hide can be made into a Belt: carry 2 tools and weapons for quick reaction access. Linen or Wool or Hide can be crafted using Stone Tools into Clothes: environmental protection. Essential for life in cold climates. Wear double layers for even more protection – a combination of weatherproof Hide and warm Wool is great. Clothes can be crafted using Stone Tools together with String, and also Bone, Ivory, Hide or Sticks to make Basic Armour. Sticks can be crafted into a Wicker Shield: for best results, add a layer of Hide. Linen or Hide can be crafted using Stone Tools into a Backpack: carry 2 additional items on your back, can include heavy items such a Timber. ------ Sticks can be crafted by hand into a Raft: go a travelling up and down rivers, but don’t take it into choppy water! Seats one person. Sticks, Tree Branches or Grass can be crafted into a Hide: better shelter than nothing. Can be used as a place from which to ambush prey. Any two of Linen or Wool or Hide together with Sticks or Bones can be crafted using Stone Tools into a Tent: portable, semi-comfortable sleeping for two at a push. Doubles as a handy hide for ambushing prey. Rocks can be crafted into a Cairn: a small monument that can attract, store or repel Mana. Can be expanded multiple times. For best results, adorn with Ornaments. Sticks can be crafted into a Totem: a small monument that can attract, store or repel Mana. Can be expanded multiple times. For best results, adorn with Ornaments. Sticks can be crafted into a Stick Fence: fence off one small building or patch of crops/pasture at a time. A weak deterrent but better than nothing. ------ Trees can be worked with Stone Axe to make Timber: a furnace fuel and building material. Rocks or rocky areas can be worked with a Pickaxe to make Stone Blocks: a building material for advanced buildings (see 2AP section below). Timber can be crafted with Stone Axe or Stone Tools to make a Palisade: fence off one small building or patch of crops/pasture at a time. Deters all but the heaviest animals. Each of the following costs 2AP: Timber can be crafted with Stone Tools into a Large Wooden Shield: for best results, add a layer of Hide. Sticks and 2 lots of String together can be crafted with Stone Tools into a Bow: get some arrows, and you got yourself a ranged weapon with greater range and stopping power than a Sling. Requires two hands to use. Any 2 or Timber and Stone Blocks can be made into a Dwelling: keep those pesky critters out of your face for good! For best results, heat with a Fireplace and line with Wool or Linen mattresses. Comfortably sleeps 2 people. Can be expanded to form even larger dwellings for 4, 6, 8 and so on. 2 Stone Blocks can be carved with Stone Tools into a Stone Monument: a monument that can attract, store or repel Mana, and is an ideal site for spiritual practises. Can be expanded to form larger monuments and temples. 2 Timber can be carved with Stone Tools and tied with String to make a Boat: a vessel of greater sturdiness and seaworthiness. Seats two people, or one person and 3 items of any size. Can be carried on land by two people. Stone Blocks can be worked with Pickaxe or Stone Tools to make a Stone Wall: wall off one small building or patch of crops/pasture at a time. This may even keep out elephants. Much, much more will become clear later. CREATING A CHARACTER:* *currently ENABLED Spoiler : Desired gender: male or female. Emphasis on the desired part; I will be enforcing a roughly even mix of genders! Eye colour: any Eye shape: can be round, narrow, or slanted. Hair colour: any Hair style: describe, if you wish. Body type: small & robust, medium, or tall & slender. Robust people have greater resistance to extremes, and are generally tougher. Slender people tend to make better athletes, hunters and runners. A medium body type is, obviously, balanced between the two. Skin tone: on a scale of 0 (very light) to 10 (very dark), with optional tints of red or yellow. Alternatively, fantasy skin colours may also be considered. Traits - choose any 2 from the list in the spoiler below. Desired start location: warm, temperate or cool for the climate; and forested, open area, or hilly for the terrain. Again, I may not fulfil your desired location if it means everyone is too close together. LIST OF SPECIAL TRAITS: Spoiler : Animal Lore: you seem to have an ability to calm and cajole the creatures of the wilderness. For one thing, you will be less likely to get bitten. Herbal Lore: you have an instinct for seeking out beneficial herbs, mushrooms and vegetables. You will also be a better gardener. Crafty: new ideas about making and crafting things will come to you in random moments of inspiration. Spiritual: you have a natural affinity for all things spiritual. The flow of Mana comes more easily to you. Charm: charismatic, you seem to have a charming effect on your fellow human beings. Hardiness: you are a man or woman of steel, enduring wounds and hardships that would lay low other humans. Artistic: you can make ornaments and artwork of great beauty. Energetic: you seem to pluck strength and vitality out of thin air. At least 25% of the time, you will begin each day with +1 AP. Builder: you have a natural talent for building things on a large scale. Lucky: somehow, misfortune seems to avoid you. You are often at the right place at the right time. Braveheart: your character will not hesitate to go toe-to-toe with even the most terrifying foe, nor press on through the most violent storm. Your bravery will inspire others. Digger: you are happiest with a pickaxe in hand, digging deep into the earth. You seem to have an instinct for finding precious stones. Ranger: you have an instinct for both tracking, and keeping your own tracks covered. This will lend itself to hunting, among other things. Explorer: not only can you cover longer distances for the same amount of AP, over land and sea, you have an instinct for homing in on special resources and places of interest. You also have a knack for navigation. Waterborn: the water element is strong with you; you have an aptitude for everything water related, from fishing and swimming, to sailing the ocean. Warrior: you have an instinct for fighting, and knowing your enemy. Either with your bare hands or using weapons, the art of fighting will come easily to you. JOINING THE GAME: Typically there are three options: #1 is taking control of a child recently born into the world #2 is taking control of a character whose player is no longer sending orders #3 is applying to create a custom character and magically spawn as a fully grown adult with your chosen preferences for appearance, traits, and start location, as was the norm in the first few turns. I am tending to restrict this option as the game progresses. For now it is still open, but there are no guarantees. Please consult the latest update notes for more information (see update list below)!