IC: The Village Depends on You
In reply to TenFoldMore (msg # 5):
Indeed, but the nature of such would have a considerable impact on the gameplay: a snow-isolated village dealing with devastation due to barely surviving a winter forest fire is a different game to a village nearer other villages dealing with a rogue bear or fantasy critter, and a different story again to surviving plague in town whilst survival farming, or about a village without adult men because the King of Angland got irritated by the province trying to get their land back. This is all presuming a generic NW European landscape, to boot. Go beyond that and you're telling a different story again...a group of Saami-like nomads working out how to divide labour and also lift the curse on their reindeer from that crazy bog witch before all the cows miscarry horrible half-alive monsters is one thing, a community living on an island with very little but their sweet potatoes, fish and the local penguin colony to live on, when their village is collapsed by earthquake and everything's covered in ash from the volcano responsible and winter is two months of just rain...that's completely different variables without even touching magic.
So. You're good at interesting high concepts, for sure, but I think you might need to work out more detail either in this thread or elsewhere before you can really sound out interest in what you're doing and what system would fit it (which is a dealbreaker in itself for some people). If you want more strategy-with-occasional-combat than character interaction, go with a traditional shallow-world fantasy system. If you want to focus on community itself, especially if dealing with nomads or a non-generic setting, Fate's Ehdrigohr might be useful. If you're most interested in crafting monstrous threats or telling a more Walking Dead type story, maybe look up Shadow Theory. These are just suggestions, I'm not pushing any of them.