// Management · RimWorld Mod

Anti-Storyteller: Ana Apathy

> "Ana doesn’t play favorites - if she plays at all.


> "Ana doesn’t play favorites - if she plays at all. Unlike others, success won’t provoke her, and failure won’t soften her. Random chance is all that's given for a story."

"Anti-Storyteller"?

You know how Randy Random is advertised as "truly random"? Storytellers toy with players - like cats keeping a mouse alive. To answer the question, it's easiest to learn how Storytellers manipulate your game, knowing Ana will not!

Where Storytellers create new types of wheels, Ana simply walks

She creates just as many events as the other Storytellers. Ana just wants them to come and go as they please, no artificial clumping or spacing.
  • Other Storytellers use timers and alike for incidents (- this includes Randy). These manipulate the pacing of events, just like an author writing a story; hence their name. It is not natural, but calculated design.
  • There are no limits for how much time must pass first before an event can reoccur.
  • The on/off system is disabled, where event types couldn't happen within repeating sectioned periods. This caused days, where they spare you purposely, while players would still believe in the tension.
  • Adaption system is disabled: if you were doing well for too long, Storytellers would punish you with artificially increased difficulty. If you had issues, they would take pity for a while instead.
  • Removed grace period: Storytellers normally also limit the type of incidents that can occur at the start of the game, which is especially necessary for new players needing to get into the game - but you are no new player.
  • And lastly, others want you to have a specific colony size. Useful at the start where you'd like more people, where they go out of their way to help you - but then punish you for having too many. Now you are on your own with unchanging normal chances of new colonist events happening.
(Contains patch for Progression: Storytellers)

Example

She has no interest in manipulating players, for she has no care for dishonesty. There is no measuring tape that makes sure 1~2 "ThreatBig" happens all 10.6 days, where it can only occur within the first 4.6 days only, while also 11 days need to have passed first, with a minimal spacing of 1.9 days, but also force a raid after 20 day of no raids. (Cassandra) Ana's instructions are simple: In a span of 3,960 days, try to create 561 big threats. (3,960 days equal 66 RimWorld years, the life span of a human after maturing) Due to Ludeon's hate towards things that work as they were intended by me, the adjustments to the on/off days proved untrustworthy. Hardcoded incidents that still require to rely on it had their cycles reduced to 60 days and received a 50% variance to compensate for the more predictable window. Both of them create 1 ThreatBig all 7.06 days on average.

Feedback

Please let me know how you have encountered her storytelling in your campaign, I would love to hear it. Her rates at which events are happening are determinged by how often they happen with Storytellers like Cassandra. Only the framework for controlled pacing is intended to be removed. This project was started out of curiosity, to see what would happen, were one to remove all the safety nets. > My tablet was broken, so I had to draw her with my mouse in paint.NET. I miss the time when makeshift art was not replaced by AI slop.