another concept that I think would be interesting to explore in fic, is What do the Rimworld colonists think of the player?
What are you to them?
You design the colony, and they will build everything you lay out, no questions asked.
You decide what their priorities should be, and even if you make stupid decisions that put their lives in danger, they will follow that order without question.
You can give them a long to-do list, and the only reason they'll stop before completing it (aside from you telling them to stop), is if they physically cannot continue, because they're ready to collapse of hunger or exhaustion. Or are in such a bad mood they have a mental break.
Why are they so willing to obey you? What are you, that they trust you so unflinchingly, and let you dictate their lives?
You are capable of being in multiple places at once, as demonstrated when part of the colony is in a caravan several days' travel away, and yet you can instruct both groups in the same moment.
Time does not flow over you the same way that it does the colonists. There are times where you notice things too late, yes, but there are also times when, the very moment disaster strikes, you have a plan as though you were able to deliberate for hours during the span of a breath.
You have not aged. You were here when the first pod crash-landed, you bore witness as their children were born, you watched over them as they grew into adults, and you were there still, as your first colonists reached reached old age. You will be there for as many generations as exist in this land.
What are you?
I love making a gag character for D&D, forgetting they’re just a gag character, and then take a step back to look at the original ref
my girl so morally ambiguous idk if i should call her good girl or bad girl in bed
dropped out of kill myself university to go find a fishing boat crewman apprenticeship cause noose 101 made me realise knot tying comes natural to me
debating if it would be funnier to have a bumper sticker saying "my other ride is a [exact make and model of the car the sticker is on]" or "my other ride is a [equally shitty but different car]"
When the players are about to visit a new town, pre-generate several NPCs who fit the demographics of the town, but don't give them jobs. Your town is Mostly human, with a number of halflings and gnomes? Make a list that's mostly humans with some halflings and gnomes mixed in, with names that match the vibe you're going for and maybe the barest description + a quirk of some sort.
So the list would look something like this:
Ophelia Bracegurdle, older Halfling woman who laughs a lot
Norabecka Johnson, a young human woman who seems tired
Geraldofinio Babblecock Nimsy, gnome gentleman who takes pains to maintain a fabulous mustache
Etc.
Then, when the players are like, "Can I go to the blacksmith?" You look at your list of NPCs and the one at the top is Ophelia Bracegurdle. She's your blacksmith now. Then they want to go to the tavern, where Norabecka is the innkeeper and Geraldofinio is a patron having a drink at the bar. He's using a straw so he doesn't mess up his mustache.
If they had gone to the inn first, Ophelia would have been the innkeeper with Norabecka as the patron, and then Geraldofinio should have been a blacksmith with some sort of mustache guard to keep the sparks off.
Making the list ahead of time doesn't take much time, and you can often re-use the people you never got to at the next town.
Your world will seem vibrant and interesting and like you have everything planned out.
Have fun!
> mom spilled trace amount of curry powder on the floor
> cool ok ill sweep it up in a sec
> go to the bathroom, come back
> curry powder is suspiciously less
> cat is suspiciously yellow