Dev Pile: Moonshiners Lore Update
Iâve said that part of the problem with Moonshinersâ development, and why I resist the use of generative art in it, is that I want the conversation about Moonshiners to be about immersing in its world and playing within that worldâs spaces. Most of what Iâve been writing on it in this blog has been the name of fully fleshing out and realising the mechanical complexity of the game, and even as-expertly-as-possible collapsing the art needs (which yes, I have done more of). What I havenât done much of, not lately, is pen down the lore I have to fill this space. This is a reasonable part of the mechanical structure of the game! I need the lore to cohere to the demands of the mechanics, and thatâs why beyond the broadest sense, I havenât really done any of the hard definition that I would have rathered to do.
First and smallest, we have the district called the Velvet Knows. Itâs a district which, ambiguously phrased, is a pleasure district. The Velvet Knows is worth a lot to businesses in the area, itâs a high-income territory. The businesses in the Velvet Knows are grand, very expensive gaming halls, and can give a huge payout. Control over the Velvet Knows is hard to get, of course; there are only two of the cards. Itâs very easy to âsplitâ it and that means nobody gets to capitalise on its wealth.
Then thereâs the Houndâs Pits, which is a former police station, turned from a prison yard into a boxing gym. The Houndâs Pits is also small, but it lacks the same prestigious value as the Velvet Knows. There are only three cards with the Houndâs Pits, but there are also three businesses. That means hypothetically, control over the Houndâs Pits can get the player a lot of advantage, and that makes sense to me â itâs a place for people who like fights, and it represents three of the âsmallâ business types. Its businesses are very lucrative, if the player can pay into them to get them going. You need bank to make book after all.
The Wolfâs Throat is a throughfare in the city, a sort of main arterial that has a host of speakeasies hidden in it. Theyâre a little out of the way, but theyâre easily reached, meaning that the Wolfâs Throat has a great value if you fully control it, though itâs not as lucrative as a smaller place like the Houndâs Pits.
Gnasherâs Mart is a district of stores and sellers, and that means thereâs a ton of places for money to get laundered. None of its businesses are huge but it does have four different businesses, which means that trying to control the Gnasherâs Mart kind of implies that the player is going to be able to capitalise on a lot of different connections. Some characters care about areas, some care about businesses and I feel like the Gnasherâs Mart is not a place anyone specifically cares about.
Then thereâs Cheek By Jowl. Cheek by Jowl is massive. Itâs the second biggest turf in the game, and its businesses are smaller and less-lucrative. But at the same time, itâs seven cards, and controlling all of it is valuable. In my mind, Cheek by Jowl is a not-quite slum, itâs a lot of places people in the city choose to live, with huge black markets and the characters that respond to it are probably pretty lucrative, because itâs easy to feel like the king of nowhere.
Surrounding the edges of the city, and making the bulk of the edges of it, is the Ruffs. The Ruffs has escape routes, black market stalls, it has gaming halls. None of the businesses in the Ruffs are the big ones. I think characters that like the Ruffs are going to be the people who donât actually want to go live in the city. And hey, a lot of characters donât want to go to the city, which means that saying they care about the Ruffs means they probably just like moving things into the city.
Thereâs Collar Bay, which, I mean, yes, that symbol is a rope knot, letâs all get the giggles out now. But the thing with Collar Bay is that itâs the district that feeds the harbour. Great for smuggling, it benefits characters who have some pre-existing criminal skills, provided the player can control it. Itâs also got two huge construction companies in it â places that want to build and maintain warehouses, and places that maintain and develop things from those warehouses. Plus, I imagine the ship constructors are a thing. Thereâs also a drycleaner business, which I think is there as a gateway for immigration and just kind of is the first place where people off the boat wind up, in the same way that Chinatown was a constrained environment.
Hereâs our symbols for the types of businesses that show up. Theyâre a boxing arena, of which there arenât many but they tend to be lucrative, a pawn store, a gaming hall, a dry cleaner and a construction company. Typically speaking, these businesses are things the characters are meant to want to react to. Some crew donât care about where the boxing ring they hang out in is actually, they care about whether or not they can punch people. Crew that use dry cleaners to launder cash may want more of them than one of them, and that can show up in the scoring requirements.
I think that construction tends to be expensive to drive, because while a good accountant can lose a lot of suspicious money, but that money is going to need to be in big bricks. Pawn store characters are associated with deals and scoring little bits of extra money. Boxers care about violence. Construction rewards big scale things. Dry cleaners want to make things disappear. Gamers are indulgent.
Oh! And also, I should mention that thing about collapsing the art demands. Now I have the idea that the art objects can be unified under an aesthetic that divorces them from the representation of the characters. That is, theyâre going to be presented as black-and-white photos with a receipt next to them, which means the pictures of the art objects can be a variety of different stock aesthetics.
Oh oh and also, I made a bunch of these icons myself!
Check it out on PRESS.exe to see it with images and links!












