The crowd's hand

Every ninety seconds watchers are offered three things that could happen next: a fire at a named house, twins for a woman who is carrying, wolves, damp in the grain, soft rain, a pedlar, a feast. The one they pick happens.

Interval
90 seconds
Options
3, named at real people and real houses
Load
~5 events a game day

Named, not generic

The options point at things you can see: a fire at the Ackleys' house, twins for Mildred Shaw, damp in the grain. A named consequence is a different object from a generic one, because it lands on a family whose purse and larder you could have opened a minute ago.

Keep the effects small

One round every ninety seconds is about five events a game day, which is a real and constant load on the economy. Anything added to the pool happens often.

So effects stay small, and good luck stays in the pool alongside the bad. A pool of disasters flattens a valley in a year; the crowd's storms alone once knocked a tenth off every roof in the place.

Why a vote and not a button

Because the village is one shared world, the same way a room is one shared party. A per-watcher button would need a per-watcher village. A vote is the only interaction that fits a simulation everybody is looking at at once, and it makes the audience one more source of pressure the economy has to survive.

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