We thought of and discussed some ideas for plants that might connect to a biome-specific exploration framework in-game. Wildcrafting (gathering wild plants to eat) is one of our hobbies (mostly the mom's) so we know a little bit about (the fun of) finding useful stuff in the world. So we applied ourselves to connecting this to TS. The process we used was to make a list of things people use real native herbs to do, then think of similar in-game applications. Hopefully this will be of some help
We thought of five linked sets of plants/herbs to be found in each biome (one or two or three of each type?). They are in linked sets with alliterative titles, mostly so we could remember them.
1. Healing and harming
1a. Healing herbs
Real examples:
- Shinleaf. So called because you can rub it on your shin when you scrape it. Also useful in tea for sore throat.
- Self-heal (heal-all), violet leaves, soothe sore throat in tea.
- Chamomile and mint soothe upset stomach.
- Meadowsweet contains a precursor to salicylic acid (aspirin), good for headache.
- Mullein is good for coughs, as is colt's foot, yarrow and teaberry.
- Cleaver contains an anti-inflammatory agent.
Real catch:
Some healing herbs heal in small quantities but not in large. Example: yarrow is great for colds and fevers, but in larger quantities makes you throw up. Colt's foot helps with sore throats and coughs but also contains liver-affecting akaloids so should be used in small quantities.
In-game:
When you stand next to a healing plant, your hearts regenerate more quickly. If you harvest a healing plant you can break it into leaves, which you can carry in your pockets and which have the same effect. You can build a "hospital" by cultivating healing plants in an area.
The catch: Healing plants heal your enemies as well. Some know about this, some don't.
1b. Harming herbs
Real examples:
- Stinging nettle. Just brushing up against this plant in sandals will hurt for a while; grabbing one feels like ten bee stings.
- Baneberry, or doll's eyes. Small plant with bright white berries, like plastic doll eyes. Creepy. Very poisonous.
- Poison ivy.
- Lots more poisonous plants. Lilies are poisonous.
Real catch:
Some plants, like false hellebore, play a part in native ritual ceremonies of courage and coming of age. Think there is a similar thing in Dune?
Nettle when dried makes an excellent herbal tea with restorative effects on the kidney.
In-game:
When you stand next to a harming plant, it hurts you. You can build defenses against enemies with them. You can process them into poisons.
Catch: Your enemies might know about harming plants. Some plants can be used in purification ceremonies in which, if you don't quite die, you gain some ability. Some harmful plants, if prepared in the right way, become healing.
2. Glowing and guiding
2a. Glowing plants
Real examples:
- no plants, but phosphorescent tiny animals in the ocean are sometimes used as lights; also fireflies
Real catch:
- don't know
In-game:
You can use glowing plants like you use torches, only they spread or something. Some species grow only on the ground, some only on vertical cliff surfaces, some only under overhangs, some only on trees. If you look around you can find glow-plants to suit your needs.
Catch:
None?
2b. Guiding plants
Real examples:
- lots of plants that signal water nearby, like tall meadow rue, skunk cabbage
- lots of plants that signal other plants nearby, like touch-me-not (impatiens) is usually found near poison ivy
- plants that signal soil health/poverty, like moss usually grows on spent soil (but requires clear air); some plants signal overfarmed land (pin cherry trees is one)
Real catch:
- plants could be planted, thus not reliable; river might be long gone, etc
In-game:
Guiding plants signal the presence of something nearby, usually beneath them. Minerals, underground water, something. One type of guiding plant could have a root you could fall down to get directly to whatever the plant signals (diamonds?) but only if you have long-fall boots (which are expensive).
Catch:
Some guiding plants might be unreliable? You could plant them to confuse other players?
3. Protecting and persuading
3a. Protecting plants
Real examples:
- this is the category of homeopathy, of plants that in tiny doses build tolerance to things
- many tonic type herbs are in this category: evening primrose, lavender, nettle, red clover flowers, strawberry leaves, flowering spurge
- all herbs of this type are preventative, towards building better overall health, not for use in crisis
Real catch:
Some of these healthy herbs have side effects, for example flowering spurge is a strong laxative if taken in too large a quantity.
In-game:
Protecting plants have cumulative properties. You pick a plant, say, and process it into some number of leaves, say 60. Every day you eat one leaf, and your ability to do - something - increases daily. You are stronger, more tolerant of cold, quicker to recover, something. However, if you forget and miss ONE day, the whole thing resets and you have to start all over again.
Catch:
Cumulative protecting plants might have slighty unpleasant side effects, especially if you take two in one day by mistake.
3b. Persuading plants
Real examples:
- native plants used as deer bait, to slowly habituate deer to a particular tasty meadow that becomes deadly come hunting season (lots of deer attracting mixes sold online)
- conversely, many plants and mixes sold to repel deer, rabbits, moles, etc
Real catch:
Sometimes the thing you plant to attract one desirable thing attracts something undesirable; same with repelling.
In-game:
These plants have cumulative effects on NPCs: enemies, minions, creatures. They gradually become something you like better: more docile, less likely to attack, they give you more of something you want. As with the protective plants, forget one day and the whole thing resets.
Catch:
Something else is attracted/repelled.
4. Manufacturing and money
3a. Manufacturing
Real examples:
- I can't think of anything I use to build anything today, but when I was a kid we used to use the "silk" from milkweed flowers to make doll pillows. Native Americans used cat-tail fluff as disposable diapers. Flax, cotton, indigo, reeds, etc etc. Pine needle baskets.
Real catch:
- Not sure. Cat-tails can be hard to get to, in swamps and ponds. Reeds can cut your fingers.
In-game:
These are just plants you can use in manufacturing recipes.
Catch:
They might also sting you, or something.
3b. Money
Real examples:
- we have been told we could sell some of our abundant moss on the internet; we don't want to, but evidently it goes for a lot
- some people collect particular wild herbs and mushrooms to sell to pricey restaurants
Real catch:
You had better know your plants if you want to sell them.
In-game:
Some plants might be worth something in game cultures. Some might be able to be processed into something of value, like gold, and some might be traded in outright.
Catch:
Maybe there would be another plant that looks a lot like the expensive plant but isn't (fool's gold). Requires time and attention and knowledge to distinguish them.
4. Food and fun
4a. Food
Real examples:
- dandelions: we harvest and eat lots of these every spring (the fried buds are wonderful)
- chickweed, some kinds of grass: our chickens love these, and it saves us money on chicken feed
Real catch:
You have to know your plants to avoid undesirable outcomes.
In-game:
Some plants fill up your food bar. Some will satisfy pets, livestock, minions, allies, enemies.
Catch:
You have to know which ones are safe to eat. Probably wild plants should not be easily cultivated.
4b. Fun
Real examples:
- some plants we gather not for nutrition or food, but just because they are tasty: teaberry, sourgrass (sorrel), mint, red clover flowers (sweeten tea)
- St. John's wort grows all over around here; it makes a nice calming tea; so do chamomile and lavender
- Chicory is a coffee substitute and a mild stimulant
Real catch:
Not all tasty things are good for you.
In-game:
Some plants make hard things easier, because you are having fun. It takes fewer hits to break a block; you can run a little faster; etc.
Catch:
Maybe you could get addicted? Deleterious long-term effects?
Hope that's useful
Other people might have other suggestions for real plants that fit in all of these categories, though keeping things real is not at all necessary; just consistent