★ | Information
Credits
I will start by giving credit to the creators of command games and those whose games I've gotten inspiration from. All of this definitely does not come from my mind alone.
Introduction
What's the point of this game? What are the rules? What's the name of the clan? Is there even a clan? How are the names structured? What's the end goal? What's the set religion? What kind of government is being put in place?
Quick Answer: I don't know. That's for you to decide.
This game is set up on the basis of complete, total, creative liberty. The only thing that you are not in control of is the territory, which I will describe in a later section. Also, it's about cats, so no tigers or whatever-
The game starts off with one player. That's right. One, singular player will rush to apply. It's pretty much based on whoever can find the hidden password first (which is in this sectional, by the way.) Everybody else who wants to join will be put on the waiting list.
This player is the leader. They get to make the decisions, with commands that don't take energy. What's the clan going to be named? What's the government going to be based after (democracy, monarchy, literally anything they can explain, etc.) This role requires a dedicated player who will take the time to figure everything out. If you aren't willing to do this, then don't apply to be first! If you create a form and then don't do anything, I will not hesitate to find somebody else.
Like I said before and will repeat until you threaten to stab me with a fork, YOU HAVE TOTAL CREATIVE LIBERTY! Go wild! Be evil. Or be good. Or be random and weird and make everything complicated. I exist to shove you in the right direction and write dramatic scenes about your developing group of cats. I'm not making the rules here.
Summary:
1. The game starts off with one cat.
2. This cat is the leader and gets to decide everything.
3. Be creative and have fun!
Day 1
The leader enters the arena. Oh no. So much responsibly! What do I do first? Do I start making choices? Do I find new cats? Do I create a cult around pine cones? (please don't create a cult around pine cones.)
You're probably really confused and scared. It's day one. You just threw yourself so hard into the forms section that you have severe internal bleeding. You're the only cat in some random territory and there's a bunch of people in the waiting list, creepily watching and poking you with a stick going make a decision, loser.
Sooo...you can start making important decisions! But what I recommend is doing normal commands first. Hunt so you don't starve, make a den so you don't risk getting hurt by being out in the open, and perhaps /search for new cats and invite a new friend!
All commands that physically change the world around you take energy. The normal amount of energy is three, but the leader has five energy, so you can do five things. Then you can start using your power.
(Also, people on the waiting list who are creepily watching, you are not allowed to suggest things to the leader when you aren't alive! Once you join, you can suggest. But not before that. No commenting, no pointers, nothing. If the leader DMS you and asks for help, then I can't do anything about that. But no comments on the actual day, or I'll have to fight you, or politely ask you to not do that.)
What important decisions do you make first? Let me help you out and suggest some.
1. /declare group a (clan/tribe/whatever) choose what you want your group to be!
2. /name group (blank) what is your group called?
3. /create government system figure out a government system and send an explanation to me, in either DMS or publicly!
4. /create naming rules give me an explanation on how you want names to work and what names are not allowed!
5. /create religious entities/beliefs come up with a religion that can be as simple as Starclan or as complicated as a cult!
6. /create ranks give me a list of ranks and how they work!
Or maybe you don't want to do any of this yet. Maybe you want to add in new players and get their opinions. Perhaps you like to be a leader, but aren't incredibly creative, and like to have outside opinions. That's fine.
Summary:
1. Do basic commands so you don't starve or get conveniently get struck by lighting. ;)
2. Decide to make decisions or wait to make decisions
3. Perhaps you should invite a new player into the mix.
4. Have fun and try not to ruin everything! Also, if necessary, ask a ton of questions! I don't mind.
Territory
Where is the starting point for your group?
It is...
A Valley!

Written Description:
The group lives in a place of slightly steep, grassy mountains that can be easily climbed. In the valley-area rests a small, non-dangerous, thin stream of water. If you continue to follow the stream, you will come across flat grasslands.
This will be where you live, unless you travel...but that's a story for a different section.
You can discover landmarks that can be officially named and used as religious meeting places. This is a command that costs three whole energy, so leave that for a more stable time.
New Cats/Breeding
When you use the command /search for new cats, you invite in a member of the waiting list. This cat can literally be anybody. Unfortunately, people on the waiting list do not get the liberty of deciding their appearance or gender. I know some people don't like this system, and I understand why it can be annoying. Just bare with it, please.
These cats can have defects, can have special skills or very minimal skills, can have unique appearances or very boring, plain appearances, can be pregnant or already with kits, and may have a friend or two that they will require to come with them for them to join. They can be kits themselves. It's very random. You don't know what you're gonna get!
I will present the information of the cat to you found on the comment where you used the command, like a clan village would. You can /reject the cat. The next person in line on the waiting list will just have to wait longer, and you'll have to search again. Yes, you can search multiple times in one day.
Now, for the breeding and specific kit-finding part...
Eventually, the group's going to be stable. You may not want to invite rogues in anymore. Instead, there's mate's, who want to have kits.
(Same-gender relationships are, by default, allowed, unless a specific rule is made that bans them.)
Kits can be bred for. Every kit has a 10% chance of being born with a defect. This chance increases if the mother or father has a defect or if the mother is injured while pregnant.
Breeding has a 40% chance of being successful, even for a healthy, fertile cat.
(If there isn't a medicine cat and a she-cat gives birth, there's a 50% chance of something going wrong! The medicine cat has to use the command /assist she-cat in labor a day before she goes into labor. It takes three energy.)
Kits can be adopted. Adopted kits have a 30% chance of having a defect, but also have a 10% chance of bringing in a special gene that ups skills in some way.
Cats that are found also have a 10% chance of bringing in a special gene that ups skills. If a cat with a special gene breeds, them there's a 50% chance of the special gene being passed down.
Cats with special genes will be marked with ⇞
Incest among siblings or parent and kit will cause the kits to be born dead or with a defect. Other forms of incest are allowed and won't cause a defect. Incest only counts for biologically related cats.
Accidental kits can happen, but they are rare, due to how fertility works.
Kits can be abandoned and a leader can force a parent to abandon their kits. If this happens, the person who plays the abandoned kit will get to be first on the waiting list and come back again.
Summary:
1. Searching for new cats can bring in any kind of cat or a group of cats.
2. Breeding has a 10% chance of defects, but there is no chance of special genes unless a parent has the gene. Also, the she-cat will be put in danger if there isn't a medicine cat. (Also, it has a 40% success rate.)
3. Adopting has a 30% chance of a kit having a defect, but there's a 10% chance of them having a special gene. Also, no she-cats are put in danger.
Bonding
Bonding takes one energy! I've never done this before, but I feel like makes the whole thing a bit harder. Of course, a leader can force two cats together, but unless they bond to level 5, they can't have kits.
Unfortunately, two cats have to be mates to adopt or breed. I usually like giving cats the freedom to have families without mates, but I want to make the 'getting more cats' aspect harder, so it's a necessary sacrifice.
Bond 1 - Acquaintance
Bond 2 - New Friend
Bond 3 - Close Friend
Bond 4 - Best Friends
Bond 5 - Mates
Diseases/Injuries
Whitecough - Easily curable, unthreatening, can spread
Greencough - Easily curable, slightly threatening, can spread
Deathcough - Impossible to cure, is the product of unhealed Greencough, results in death, can spread
Now that we've gotten the basic stuff out of the way...
Insanity - If three or more of a cat's family members die, there's a 50% chance of them going insane. The player loses control of their cat and the cat will kill somebody random. After the murder, they go back to being normal and cannot go insane again.
Snake Bite | Level 1 - Slight injury, easily curable, caused by a 'snake warning' or a random, unavoidable event
Snake Bite | Level 2 - Moderate injury, slightly hard to cure, caused by a 'snack warning' or a random, unavoidable event
Snake Bite | Level 3 - Severe injury, hard to cure, will result in permeant injury or death if not healed the day a cat gets it.
Frost Bite - Happens on days where 'intense freeze' is listed as an event. Any cat who braves going outside has a 30% chance of getting it. Frostbite is a severe injures that requires limbs to be amputated. All skills will go to four at max
Brain Damage - Happens when a cat overworks themself during a battle (repeatedly fighting after already obtaining a severe injury.) Cannot be cured. All skills go down to 3 at max.
Bee Sting - Occurs randomly, slight injury, no lasting effects
Rabies - Occurs whenever a cat is injured by a wild animal. Takes thirty herbs to heal. Must be healed the day of being infected or they will lash out at another cat. If they cannot be (pw: pinecone cult) healed, they must be executed or exiled.
Poison Ivy - Occurs randomly, moderate injury, will severely affect a cat's skill while they are infected.
Food Poisoning - Occurs whenever a 'faulty prey' warning is given. The group can choose to discard the faulty prey or take a 50% chance risk of cats being poisoned. Moderate injury.
Old Age - Can't be cured. If a cat is over sixty moons old, and they don't have any special lives or abilities, then there's a chance they may just...die.
I plan on adding more whenever creativity strikes me. Suggest any ideas!
Also, whenever a cat is injured, I may give them some appearance quirks to show that they've been hurt before. For example:
A grey and white tom with yellow-green eyes.
^ before injury
A grey and white tom with yellow-green eyes, has a torn ear.
^ after injury
Depending on how many battles a cat is in, they may have a ton of these tiny injuries...
Defects
Unknown
Hint - You discover them yourself! Some may even be hidden, and slowly destroy a cat...from inside out. ;)
Curse
Hah! Thought I was done with making things difficult? Never.
The leader has a curse that they pass on to next leader. After fifty moons of serving, they die. This is to balance power among the group and give others a chance to rise up to the challenge.
Once a new leader comes to power, they can change the entire system of the game around. It doesn't have to stay the same! Or it can stay the same. In the end, it's your choice.
Border Strength
Every cat that's added to the group is another border strength point. When it's just the leader, there is only one point, and it doesn't really effect much. When the border strength reaches around, let's say, fifteen, you need to start paying attention to it. Foxes and other predators will get interested when there's a ton of activity and scents in one area.
Important Decision Making | Expanded
Let's get more detailed.
Once a decision is made, there is a special chapter where I keep all of the new information. I will use the explanations given to me and may make some edits to make it fit my style. This section always gets updated whenever a new decision is made. It should always be up-to-date, and if I forget to keep it up-to-date, then please poke me with an extra-sharp stick.
A chapter like this has to be kept to prevent confusion. New players will join and will want to know what's going on without having to skim through the previous days.
Dens
Dens are another thing that are affected by c r e a t i v e l i b e r t y.
Dens can be for ranks, families, singular cats, or however you want to do it. Whenever you make a new rank, you have to make a new den to go along with it.
A den for one cat is 10 sticks, so the den the leader will make on day one will cost ten sticks. If you want to make a new den, especially for a rank that involves a high number of cats, then it'll cost more sicks.
A nursery costs thirty sticks.
A warriors den is thirty-five sticks.
An apprentice's den is ten sticks.
A medicine den is twenty sticks.
These dens will probably have different names and it may not function like this, but this is a pre-existing example for the sake of making things easier.
(If you have a den for a single cat and want to make it for two cats, then it costs five more sticks for the expansion.)
What happens when cats are left without a den? It depends on how vulnerable they are.
A capable, healthy, adult cat will have a 30% chance of something bad happening every day they go without a den.
A cat with a defect will have a 50% chance of something bad happening everyday they go without a den.
An apprentice-aged, younger cat has a 40% chance of something bad happening everyday they go without a den.
Kits, defect or not, have a 70% chance of something bad happening to them everyday they go without a den.
Soooo, I suggest getting dens as soon as possible.
Seasons
The valley goes through every season! You can also decide specific names for the seasons, if you wanna be creative like that. If you don't want to be creative, then you get...
Winter, called Stream Freeze
Spring, called Meadow Rise
Fall, called Auburn Leaf
Summer, called Solar Haze
Seasons aren't that special. In the winter and fall, hunting and foraging is more difficult. In the summer and spring, hunting and foraging is easier.
Events
Unknown
Hint - As if I'd actually tell you the terribly dramatics events that I will plague you with. That's not how plot works. >:(
Skills
New cats bring in new, randomized skills. The leader will also have maxed hunting, foraging, and battle skill.
Luckily, you can train yourself in skills that may not exist yet! For example, a healing cat is going to needed. If you use the command /train myself, there's a 50% chance that your skill will go up .5o.
You can also train normally.
Murdering/General Crime
LOCKED
Hint - It'll be explained when you get ten cats!
Pets
LOCKED
Hint - Get twenty cats and I'll allow it!
Territory Travel
LOCKED
Hint - Get thirty cats and I'll allow it!
New Group Creation
LOCKED
Hint - If you get fifty cats, and there's a particularly ambition cat among the clan, then somebody can rise up to the challenge and create their own, independent group...and unlock an entire different side of the game, full of political rivalry, intense warfare, and buckets of drama.
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