The readers of the Indie RPG newsletter are building a city together!
So for those who don't know, the Indie RPG Newsletter is a weekly newsletter that tries to share the most interesting stuff happening in indie tabletop roleplaying games. Recently, there's been a lot of talk about daily writing exercises. The designer of Mothership proposed writing one room every day for 2023 so you ended up with this one massive megadungeon!
To me, daily writing exercises are cool but they're also A LOT. So I was thinking about a weekly writing challenge for myself. I love cities so I was thinking about writing a city. And then I was thinking about low-effort ways for many people to contribute to the same city. And, well, maybe Goncharov being in the air and all, I thought about what about using the newsletter to play a city-building game with my readers.
There are about 2700 readers of the newsletter so this could get messy. I needed some kind of framework so I decided to use i'm sorry did you say street magic by caro asercion. And Caro sweetly gave me permission to do that!
So we've finished with the setup phase, readers have submitted their adjectives to inspire the city (stratified, clockwork, canaled) and we have voted on a name - Immoria!.
So what is Immoria?
Imagine that when people say time is a river, they mean it literally. Imagine the river of time was routed into canals that spread through a great city. Imagine this city as tall, built upon layers and layers of different communities and neighbourhoods. Imagine these canals entered the city at the very top and then slipped and flowed all the way down through the city’s many layers until it escaped and found its way into the sea of chaos. The river of time brings odd gifts and sometimes even odder things wash up on the shores of chaos. Some say the city is a giant water clock. But people who live there just call it home.
In i'm sorry did you say street magic, you build out a city by adding neighbourhoods, landmarks and people. Landmarks are always within a neighbourhood and people are always within a landmark. Readers have already started adding neighbourhoods. We've got Brasspool, Tangent, The Eddies, and so on. I'm organizing all of them on this site here. It's going to be the public archive of sorts.
Last week, we started the first proper round of the game. Every round starts with a compass - which gives you a direction or theme for the round. So when you add landmarks or people, you try to stick to that theme.
People have submitted their compass suggestions and I'm going to announce one in the next issue. If you'd like to play and help build Immoria or just follow along, check out the newsletter!
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