the quiet year
Jerome, Pat, Terry.
resources + scarcity
The quiet year is the exploration of the year after a disaster. We decided on going into the past - far into the past at the dawn of humanity when a disaster might have kickstarted us into who we are.
The world has just suffered some catastrophic event. We don't know what it is - but it has reduced the human population to a few thousand clinging to the coast where the sea can still provide for them.
Our community is a small group clinging to cliff side caves. Spring starts with Mara a young charismatic child convincing the tribe to feed the field mice to appease the spirits. This eventually leads to the downfall of the tribe. The tribe realizes that they are going to starve so they explore the world trying to find resources. They discover flints in a chasm, staves in the woods and fire in the swamps. The world is large and dangerous to them, mysterious noises are heard from the deep dark forest.
Other projects focused on exploring and learning to get resources. The tribe becomes aware of neighbors that are pulling fish from the sea with some new tech. The tribe sends spies on the new comer, but some in the tribe just want to leave the strangers alone.
A great spring lead to summer where things became a little tougher - when a military faction grew in reaction to the neighbors showing up threatening us. By Autumn the field mice have become a problem, and disease spreads in the tribe.
The tribe decides to move to the forest. But Winter comes quicker than expected and the tribe couldn't build a new home in time.
By the time the Frost Shepherds come it's too late for our tribe. Not only did the tribe steal the neighbor's winter store, but they failed to have enough resources at the end. Sad.
Overall I liked the game. I wish there was more friction. I didn't use the contempt enough. To make the game fun we have to make things happen. For example Pat's Field Mice debacle had a nice arc.