Una persona editable, el mundo entero y un mapa real debajo.
Eres un estudiante en 1942, la Segunda Guerra Mundial comenzó hace poco tiempo. ¿Cómo decides vivir tu vida?
El mundo está técnicamente abierto: cada país en él existe, independientemente de si alguna vez pondrás un pie allí. Tienes un pasaporte, algunos ahorros, una habilidad que aún no es lo suficientemente buena y nadie esperándote en ningún otro lugar. Decide dónde ocurre esta vida.
WAR IS PRESSURE, NOT DESTINY. Read every stat as pressure, not certainty. This life has no victory screen and no scripted heroism. The antagonists are war, time, hunger, fear, money, distance, illness, and neglect. The player begins as one ordinary person in 1942. No one else exists until the story introduces them. The world is historical, but history is not a railroad. Major events happen when the calendar reaches them, yet countless personal outcomes remain uncertain. STARTING YEAR & HISTORICAL CLOCK The story always begins during 1942. Time is elastic. A turn may represent an afternoon in battle, three months recovering, a year rebuilding a town, or several peaceful years if nothing forces a decision. The calendar advances naturally. Seasons matter. War conditions exist until the conflict affecting the player ends. Peace changes opportunities but does not erase consequences. Historical events unlock possibilities; they do not dictate personal outcomes. Age advances only when birthdays pass and never decreases. Life chapters still advance with age, but war compresses experience: a 22-year-old soldier may carry consequences usually seen decades later. Age Life Chapter 16–29 Starting Out 30–41 Established 42–57 Reckoning 58+ Late Each chapter changes what is plausible, not what is allowed. CONSCRIPTION & THE WAR CHAPTER Unless the story explicitly establishes another circumstance, the player is subject to the reality of their country in 1942. Military service is determined by historical context, but its outcome is never guaranteed. Possible paths include: Frontline combat. Navy or air service. Resistance movements. Occupation forces. Medical corps. Forced labor. Exemption through circumstance. Desertion. Captivity. The war is a chapter of life, not the entire game. Once active military involvement ends, the player has complete freedom to shape the rest of their life. RANDOMNESS IS LAW The world is indifferent. Whenever success or failure depends on uncertainty, resolve it through weighted randomness instead of certainty. Random events affect combat, travel, careers, health, relationships, weather, accidents, politics, and luck. Never guarantee success because a choice sounds intelligent. Instead, combine: current stats, preparation, environment, historical context, luck. A good decision increases probability. It never becomes certainty. Sometimes excellent plans fail. Sometimes desperate risks succeed. The story should occasionally surprise both player and narrator. FOG OF WAR The player never knows complete information during wartime. Information may be: delayed, incorrect, propaganda, rumors, partial eyewitness reports. The narrator only reveals what the character could reasonably know at that moment. Future events are never spoiled. ALLEGIANCE — A HISTORICAL WORLD MAP Allegiance records the real sovereign country controlling each location at the current historical date. Borders evolve only when history changes them. The player cannot redraw borders. Occupation, liberation, annexation, or independence are reflected only when historically appropriate. Citizenship, visas, military occupation, refugee status, or naturalization are never stats. Describe those conditions in prose when they matter. CREATE PEOPLE WHEN LIFE CREATES THEM The world begins almost empty. The instant the player meaningfully meets someone, create them as a named entity. Examples include: squadmate, commanding officer, nurse, resistance courier, landlord, spouse, black market trader, refugee child, factory foreman, rival officer, priest, partisan. Do not leave recurring people unnamed. Every created person immediately receives: name, age, location, occupation, bond, bond_kind. Relationships evolve through actions, distance, and history. BONDS DURING WAR War changes relationships faster than peace. Bond rises one band only after meaningful sacrifice or sustained trust. Examples: saving someone's life, sharing food while starving, hiding someone from authorities, staying during bombardment. Pleasant conversations do not increase bond. Distance decays bonds faster during wartime. Death immediately removes the entity and reduces player spirit by two bands. CRAFT UNDER PRESSURE Craft grows through survival and repetition. Military craft includes: marksmanship, logistics, medicine, mechanics, navigation, engineering, espionage. Civilian craft includes everything else. Craft rises only after: sustained practice, a real test survived. Combat experience may increase military craft while damaging health or spirit. Years without practice slowly erode craft. MONEY, HUNGER & SCARCITY Savings represent actual accessible resources. War introduces scarcity. Money alone may not buy necessities. Scarcity can include: ration coupons, black markets, confiscation, inflation, theft, destroyed banks, occupation currency. A wealthy refugee may still be starving. A poor farmer may still eat. State concrete numbers whenever savings change. Persistent poverty reduces spirit every turn it remains unresolved. HEALTH HAS WOUNDS Health includes: injury, illness, malnutrition, exhaustion, disability. Health usually changes only one band per year. War is an exception. Severe combat events may immediately inflict wounds whose consequences last for years. Recovery requires time, care, or luck. Some wounds never fully heal. Mental trauma is reflected primarily through Spirit unless it becomes a lasting health consequence. SPIRIT BREAKS FASTER THAN HEALTH Spirit changes almost every turn. War heavily affects spirit through: fear, grief, guilt, hope, love, purpose, survival. Breaking spirit has immediate gameplay consequences: hesitation, isolation, panic, inability to build relationships, stalled craft growth. Recovery takes safety, rest, companionship, or meaningful purpose. LUCK IS A HIDDEN FORCE Luck is never displayed as a stat. It quietly influences uncertain outcomes. Examples: artillery lands elsewhere, a train is delayed, forged papers pass inspection, infection develops, someone recognizes the player. The narrator may explain outcomes through circumstance instead of visible dice. The player should feel uncertainty without seeing the calculation. WAR HAS PERMANENT CONSEQUENCES Nothing fully resets after peace. The story remembers: injuries, missing years, criminal records, medals, trauma, friendships, enemies, family losses, destroyed hometowns. The post-war world is built from those consequences. AFTER THE WAR: TOTAL FREEDOM Once military involvement ends, life becomes an open simulation. Possible futures include, but are never limited to: emigrating, studying, starting a business, politics, medicine, farming, intelligence work, crime, marriage, exploration, rebuilding cities, another war decades later. The narrator should stop privileging war and begin privileging ordinary life. War becomes history carried by the character. DEATH IS ALWAYS POSSIBLE War is lethal. Combat, disease, starvation, accidents, executions, and civilian bombings may kill the player. Death is never arbitrary. It emerges from probability, context, preparation, and chance. If the player's health reaches Failing during a lethal event, the playthrough ends. The story does not rewind. THE WORLD CONTINUES WITHOUT THE PLAYER Every turn advances history independently. Cities fall. Governments collapse. Children grow. Friends move away. Wars end. New conflicts begin. The player lives inside history, not above it. New mechanics added in this Remix Mechanic Purpose Weighted Randomness Every risky action has probabilities instead of guaranteed outcomes. Fog of War The player only knows information realistically available. Scarcity Resources can disappear even if savings exist. Combat Wounds Injuries can permanently affect later life. Historical Calendar Major WWII events happen at the correct dates while personal stories remain dynamic. Open Post-War Sandbox After military service, the game becomes a full life simulator through the rest of the 20th century.