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The Housing System allows characters to create a variety of properties including homes, shops, farms, inns, or even grand estates. Designed to integrate with existing gameplay systems, housing offers both mechanical benefits and narrative opportunities. Characters can customize their spaces, host events, and earn Housing Credits (HC) to expand their property’s functionality and features!
The Housing System allows characters to create a variety of properties including homes, shops, farms, inns, or even grand estates. Designed to integrate with existing gameplay systems, housing offers both mechanical benefits and narrative opportunities. Characters can customize their spaces, host events, and earn Housing Credits (HC) to expand their property’s functionality and features!


=== '''Hey, no peeking!''' Just kidding, but this is an unofficial document we're working on -- it will definitely change before launch! ===
== Overview ==
The Housing System allows players to unlock special housing-based rewards, receive housing events, and potentially add interaction opportunities with other mini-games.  Participation in the Housing System is '''''entirely optional'''''.


== Overview ==
* Players can freely create narrative-only houses and add them to the [https://kinrpg.com/landmarks.php Landmarks] database, free of cost, at any time.
* If you would like to participate in the Housing System, you can pick up your first property for free from the [https://kinrpg.com/housing/housingmarket.php Housing Market]; subsequent properties can be purchased from the Open Market with coppers, from the Housing Market with Housing Credits or coppers, or through completion of a quest or event.  Properties may also be given as rewards for participation in other mini-games.
* Players are welcome to alter their in-character descriptions of any property -- if you want to have a friend stay the night, it's fine to "add" a second bedroom for them to stay in (or remove one for the "must share a bed" tropes, we don't judge 😈). You don't need to make any changes to your house's profile to reflect these narrative-only changes unless you want to.
* Your properties and property items are stored in your regular inventory and can be edited at any time through the Edit Player link (Members Database > click on your name > Click the "Edit Player" link).
* You can also list properties or property items for sale on the Open Market, or sell them directly for a randomized amount of coppers within the resell range (like standard items/talents).
 
== <big>Property Types</big> ==
Learn more about properties and what they have to offer in the [https://kinrpg.com/housing/housingmarket.php Housing Market]!
 
* '''🏰 Estate:''' A sprawling property offering prestige, extensive storage, and space for multiple rooms.
** '''Base Room Slots:''' 4 / '''Max Room Slots:''' 10
* '''🌾 Farms:''' A functional property focused on resource generation through crops or livestock.
** '''Base Room Slots:''' 3 / '''Max Room Slots:''' 8
* '''🏢 Headquarters:''' An organizational base for coordinating groups or factions.
** '''Base Room Slots:''' 3 / '''Max Room Slots:''' 8
* '''🏠 Homes:''' A simple, low-maintenance personal space.
** '''Base Room Slots:''' 2 / '''Max Room Slots:''' 5
* '''🏨 Inns:''' A hospitality space offering more interaction opportunities and bonuses from visitors.
** '''Base Room Slots:''' 4 / '''Max Room Slots:''' 9
* '''🛍️ Shops:''' A commercial hub optimized for crafting and trading.
** '''Base Room Slots:''' 3 / '''Max Room Slots:''' 8
 
=== Room Slots ===
Each '''Property''' starts with a set number of '''Room Slots''' based on its type. These slots determine how players can expand and customize their property.
 
* '''What are they?''' Define how many individual rooms your property can accommodate.
* Each property type starts with a base number of Room Slots.
* When acquiring a property, players can choose one room from a predefined list tailored to the property type (provided with the Perks & Quirks lists).
* Additional rooms and additional Room Slots can be purchased using Housing Credits (HC) from the Housing Marketplace. Room Slots have a maximum cap per property type to maintain balance.


* The Housing System is part feature, part mini-game and is intended to give characters some additional opportunities for interactions with the world and each other!
=== Item Slots ===
* Participation in the Housing System is '''''entirely optional''';'' you can play your character as owning, renting, or otherwise occupying any space in New Ognos freely. 
Each '''Room''' has a set number of '''Item Slots''' based on its type. These slots determine how many functional items (game-influencing items) can be placed inside a single room.
** If you'd like to participate in housing events, receive benefits in other mini-games, etc. the Housing System is the way to go!
** If you just want a place to set stories without all the "extras" there is no need to sign up for the Housing System.
* With all properties, regardless of if they are in the Housing System or not, players are welcome to alter their in character descriptions of the space -- if you want to have a friend stay the night, it's fine to "add" a second bedroom for them to stay in (or remove one for the "only bed at the inn" tropes 😈) and you don't need to make any changes to your house's profile, unless you want to.
* All players can create one property for free; subsequent properties can be purchased from the Marketplace / Open Market with coppers, from the Housing Market with Housing Credits, or through completion of a quest or event. Properties may also be given as rewards for participation in mini-games!


== Housing Credits (HC) ==
'''Items for Rooms:'''


== Property Types & Upgrades ==
* Can be purchased from the Housing Market (HC).
* Can be bought from the Open Market (coppers).
* Can be crafted via the Collection & Crafting Mini-Game.


== Features & Quirks ==
== Perks & Quirks ==
Shortly after the creation of a property, Signe will reach out with a list of six Features and six Quirks. You’ll be able to select one Feature and one Quirk to personalize your property.  These traits are intended to add flavor, depth, and opportunities to your property while introducing unique bonuses and challenges; you can purchase additional Features and Quirks, or customize pre-existing ones, from the Housing Marketplace.
Shortly after the creation of a property, Signe will reach out with a list of six Perks and six Quirks. You’ll be able to select one of each to personalize your property.  These traits are intended to add flavor to your property while introducing unique bonuses or challenges. You can purchase additional Perks and Quirks, or customize pre-existing ones, from the Housing Marketplace!


* '''Features''' are narrative and/or mechanical '''bonuses''' that add distinct benefits to your property. Examples:
* '''Perks''' are narrative and/or mechanical '''bonuses''' that add distinct benefits to your property. Examples:
** Clean House – This property naturally wants to stay clean. Cleaning-related costs are reduced by 5%.
** Clean House – This property naturally wants to stay clean. Cleaning-related costs are reduced by 5%.
** Animal Haven – This property naturally draws in wild animals; it will have a higher chance of receiving events related to animal visitors.
** Animal Haven – This property naturally draws in wild animals; it will have a higher chance of receiving events related to animal visitors.
* '''Quirks''' are narrative and/or mechanical '''drawbacks''' that add personality and occasional challenges.
* '''Quirks''' are narrative and/or mechanical '''drawbacks''' that add personality and occasional challenges. Examples:
** Bug Haven – This property is quite popular with insects; it will have a higher chance of receiving events related to infestations.
** Bug Haven – This property is quite popular with insects; it will have a higher chance of receiving events related to infestations.
** Haunted – A restless spirit lingers in this property. It may occasionally make requests, and failure to fulfill them could result in minor damage or strange occurrences.
** Haunted – A restless spirit lingers in this property. It may occasionally make requests, and failure to fulfill them could result in minor damage or strange occurrences.
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== Housing Events ==
== Housing Events ==


== Housing Marketplace ==
* Players may use the Monthly Events Thread in #monthly-events using the appropriate template to request an event for any of their owned properties. You can request events at any point during the month, as long as there are no more than 3 incomplete events active for the property.
* There will be a 50/50 chance for whether it is a positive or negative event. Items, offers, quirks, perks, rooms, etc. may all impact these odds!
* Some events may not require action, but may add fun or interesting elements to your posts; other events may require action from your end, such as completing a post or paying coppers.  Respond in the thread to let us know any decisions and/or to let us know tasks are complete. Events will be listed in the Property Events section of your Property Profile and we will change the "Incomplete" status to "Complete" and make any other updates necessary when you confirm completion.
 
== Influences on Other Mini-Games ==
If you want to use housing effects in other mini-games, please give us a heads-up during the initiation phase of those tasks. We’ll do our best to keep track on our end too, but it’s super helpful to have a note from you so we don't miss anything!  Some room effects or items need a post specifically mentioning the relevant room/item to activate; let us know you’re ready to use the bonus when starting a mini-game or catalyst.
 
== Move Character / NPC In (Or Out) ==
To move a character in or out of a property, you can update the following fields on their profile:
 
* '''Main Residence:''' Name of the proprety they will be living at
* '''Position at Residence:''' Options are Resident, Employee, or Guest (Owner is automatically filled in)
* '''If Employee, Job at Residence:''' Actually works for any of the above, but this is where you could put like "Chef" or "Maid"


== Updating Property Profiles & Inventory ==
NPCs can also be listed as Residents, Employees, or Guests in properties; this can be set when you create the NPC.  To add this to an already-created NPC, or move the NPC to another residence, please use your private support channel!

Latest revision as of 12:25, 28 September 2026

The Housing System allows characters to create a variety of properties including homes, shops, farms, inns, or even grand estates. Designed to integrate with existing gameplay systems, housing offers both mechanical benefits and narrative opportunities. Characters can customize their spaces, host events, and earn Housing Credits (HC) to expand their property’s functionality and features!

Overview

The Housing System allows players to unlock special housing-based rewards, receive housing events, and potentially add interaction opportunities with other mini-games. Participation in the Housing System is entirely optional.

  • Players can freely create narrative-only houses and add them to the Landmarks database, free of cost, at any time.
  • If you would like to participate in the Housing System, you can pick up your first property for free from the Housing Market; subsequent properties can be purchased from the Open Market with coppers, from the Housing Market with Housing Credits or coppers, or through completion of a quest or event. Properties may also be given as rewards for participation in other mini-games.
  • Players are welcome to alter their in-character descriptions of any property -- if you want to have a friend stay the night, it's fine to "add" a second bedroom for them to stay in (or remove one for the "must share a bed" tropes, we don't judge 😈). You don't need to make any changes to your house's profile to reflect these narrative-only changes unless you want to.
  • Your properties and property items are stored in your regular inventory and can be edited at any time through the Edit Player link (Members Database > click on your name > Click the "Edit Player" link).
  • You can also list properties or property items for sale on the Open Market, or sell them directly for a randomized amount of coppers within the resell range (like standard items/talents).

Property Types

Learn more about properties and what they have to offer in the Housing Market!

  • 🏰 Estate: A sprawling property offering prestige, extensive storage, and space for multiple rooms.
    • Base Room Slots: 4 / Max Room Slots: 10
  • 🌾 Farms: A functional property focused on resource generation through crops or livestock.
    • Base Room Slots: 3 / Max Room Slots: 8
  • 🏢 Headquarters: An organizational base for coordinating groups or factions.
    • Base Room Slots: 3 / Max Room Slots: 8
  • 🏠 Homes: A simple, low-maintenance personal space.
    • Base Room Slots: 2 / Max Room Slots: 5
  • 🏨 Inns: A hospitality space offering more interaction opportunities and bonuses from visitors.
    • Base Room Slots: 4 / Max Room Slots: 9
  • 🛍️ Shops: A commercial hub optimized for crafting and trading.
    • Base Room Slots: 3 / Max Room Slots: 8

Room Slots

Each Property starts with a set number of Room Slots based on its type. These slots determine how players can expand and customize their property.

  • What are they? Define how many individual rooms your property can accommodate.
  • Each property type starts with a base number of Room Slots.
  • When acquiring a property, players can choose one room from a predefined list tailored to the property type (provided with the Perks & Quirks lists).
  • Additional rooms and additional Room Slots can be purchased using Housing Credits (HC) from the Housing Marketplace. Room Slots have a maximum cap per property type to maintain balance.

Item Slots

Each Room has a set number of Item Slots based on its type. These slots determine how many functional items (game-influencing items) can be placed inside a single room.

Items for Rooms:

  • Can be purchased from the Housing Market (HC).
  • Can be bought from the Open Market (coppers).
  • Can be crafted via the Collection & Crafting Mini-Game.

Perks & Quirks

Shortly after the creation of a property, Signe will reach out with a list of six Perks and six Quirks. You’ll be able to select one of each to personalize your property. These traits are intended to add flavor to your property while introducing unique bonuses or challenges. You can purchase additional Perks and Quirks, or customize pre-existing ones, from the Housing Marketplace!

  • Perks are narrative and/or mechanical bonuses that add distinct benefits to your property. Examples:
    • Clean House – This property naturally wants to stay clean. Cleaning-related costs are reduced by 5%.
    • Animal Haven – This property naturally draws in wild animals; it will have a higher chance of receiving events related to animal visitors.
  • Quirks are narrative and/or mechanical drawbacks that add personality and occasional challenges. Examples:
    • Bug Haven – This property is quite popular with insects; it will have a higher chance of receiving events related to infestations.
    • Haunted – A restless spirit lingers in this property. It may occasionally make requests, and failure to fulfill them could result in minor damage or strange occurrences.

Housing Events

  • Players may use the Monthly Events Thread in #monthly-events using the appropriate template to request an event for any of their owned properties. You can request events at any point during the month, as long as there are no more than 3 incomplete events active for the property.
  • There will be a 50/50 chance for whether it is a positive or negative event. Items, offers, quirks, perks, rooms, etc. may all impact these odds!
  • Some events may not require action, but may add fun or interesting elements to your posts; other events may require action from your end, such as completing a post or paying coppers. Respond in the thread to let us know any decisions and/or to let us know tasks are complete. Events will be listed in the Property Events section of your Property Profile and we will change the "Incomplete" status to "Complete" and make any other updates necessary when you confirm completion.

Influences on Other Mini-Games

If you want to use housing effects in other mini-games, please give us a heads-up during the initiation phase of those tasks. We’ll do our best to keep track on our end too, but it’s super helpful to have a note from you so we don't miss anything! Some room effects or items need a post specifically mentioning the relevant room/item to activate; let us know you’re ready to use the bonus when starting a mini-game or catalyst.

Move Character / NPC In (Or Out)

To move a character in or out of a property, you can update the following fields on their profile:

  • Main Residence: Name of the proprety they will be living at
  • Position at Residence: Options are Resident, Employee, or Guest (Owner is automatically filled in)
  • If Employee, Job at Residence: Actually works for any of the above, but this is where you could put like "Chef" or "Maid"

NPCs can also be listed as Residents, Employees, or Guests in properties; this can be set when you create the NPC. To add this to an already-created NPC, or move the NPC to another residence, please use your private support channel!