Has this happened to you? Picture this: it's mid world, most of your players just quit, including some leadership. The strongest player is getting more and more demanding and even threatening. What ever shall you do? Why not kill them?
I've seen this happen to a handful of villages. More or less even stable villages are ruled by the strong. "The weak should feel the strong" is oft repeated on the the forums, an adage that holds true of early civilization. I would argue more advanced society was only possible through the ability of the common man to poison their leadership. Of course, rather than forcing leadership to have the people's best interests in mind, this inspired them to invent more complex means of rulership that distanced them from the people.
The game's about section states:
Having progressed far enough, players will, in time, be able to organize themselves into societies, from simple tribes and villages, progressing through republics, nation states and, ultimately, empires.
I believe poison will help us achieve just that.
This feature would not be for big groups of chummy players, more for new groups forming. Possibly improve the new player experience by giving them recourse against power systems they feel trapped in.
As for the actual mechanics, I think it would be enough to simply make a form of alchemical elixir that can be cooked into meals. Stretch goals could be to ensure all poisons are also curable through alchemy, and that damage is dealt slowly over time. This gives the player a chance to survive, with the cooperation of other players within or outside of their village.
Cooking poison into meals forces the village alchemist to conspire with the cook, as low-q food would become suspicious. Elixir q should be very important for dealing damage as well. All this is to involve as many non-combat characters as possible, in addition to the complexity of alchemy being a deterrent from poisoning people on a whim. It also makes that banning of alchemy items a very shifty thing to do, and encourages the construction of grottos and laboratories hidden outside village limits and away from the powers-that-be. In an unhappy village, paranoia and conspiracy would be abundant.
My biggest issue is that this could be abused. Poison food could be sold at markets, which is why poison should be slow-damaging. Poison could be left as traps for hungry raiders, or left in the cupboards after a player quits. Taste-tester alts would become commonplace. Poison should be harder to make than its cure. And of course, this could be used on non-combat character just as much. But you know, if you want to kill the farmer, just stab them, right?
Other threads have suggested poison before, but in my search I've found it was only in the context of new food and critters. This thread is meant to give these suggestions a purpose and bring the game's systems closer to its ultimate mission. Thoughts?