#and certainly not by any fics that make crossovers between hermitcraft and other mcyt series
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raichett · 2 years ago
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So, I’ve been thinking a fair bit recently about how the Hermitcraft servers, in-universe, actually function on a social and micro-cultural level. 
A list of real life facts:
1. They have unlimited respawns on Hermitcraft. Death is generally either funny or an inconvenience, and pranks resulting in death are very much allowed, even fairly common. Scar, for example, in his Hotguy persona, literally goes around and shoots people with his bow for fun (and it’s considered a little rude to not die if you’ve been Hotguy’d). 
2. Hermits are invite-only and it’s a rather exclusive server; if a (rare) guest is whitelisted, it is only temporary. Many new Hermits are suggested and supported by an already existing Hermit, and there is a phase where a potential new Hermit is researched before any invite is sent. Once you’ve received an invite, there’s no taking it back, and there’s no probationary period. Hermits (and potential Hermits) are not obliged to either accept nor to stay, however! Many former Hermits have left amiably, and some have even come back after missing a season or two, like Keralis.
3. When it comes to server-wide decisions, everyone has to agree or else it won’t happen. It’s quite literally all-or-nothing on Hermitcraft. And everyone has a say and everyone’s voice is weighed the same, no matter how long or short they’ve been there. 
4. Many Hermits are pioneers or big names in their field (Doc and Tango in redstone, Grian and Scar in building, etc.), or else have been around in MCYT circles for a long time (e.g. Etho and Xisuma). This is not true for every Hermit, but there is distinctly an element of this in the line-up as a whole. It is also very common for Hermits to ask for help/opinions from other Hermits whose specialities are different from their own.
5. Mega-builds and mega-projects are the norm on Hermitcraft. It’s generally expected for a Hermit to take months and months on creating a starter base, then a mega base, at least one shop, usually a mini-game or two for server-wide events, etcetera etcetera. Not every Hermit does this, or does this every season, but most do.
6. Hermitcraft has very, very few rules: griefing is allowed, stealing is allowed, etc. No, really! You can do just about anything on Hermitcraft - so long as you’re prepared to deal with the consequences, and to make reparations if you actually hurt someone’s feelings.
7. It does, however, work on what are called “gentleman’s rules”: that is, if you make a mess, you clean it up, basically. If you prank someone, expect a retaliatory prank, which you have to take in good humour. If you destroy (by accident or design) someone’s items or builds, you’re expected to replace/reimburse/help set it to rights. The entire Hermitcraft economy (the shopping district) works on an honesty box design. Good sportsmanship is the name of the game on Hermitcraft. In the words of Grian himself: “We prank hard, but we clean up harder.”
8. As touched on before, no one on Hermitcraft actually has authority over anyone else. Some people have admin access (Xisuma, Tango, Joe Hills, etc.) but everyone’s voice weighs the same, even if some people have stepped up to take the lead when it comes to the engineering minutiae of maintaining a very popular server.
9. Every Hermit in the current line-up (Season 9 at the time of writing this) is an adult. I can only think of one person who was not an adult when they joined Hermitcraft and that is Mumbo Jumbo, who was 16 or 17 at the time, I think. Most of these people have life experiences and careers before MCYT. Some of them have only recently ceased to be part-time youtubers/streamers and change to full time as they quit jobs to pursue it (e.g. Cleo, Impulse, etc.). 
So, what does all this mean in-universe? Well... 
- Death is temporary, and very little weight is assigned to it, save that if you kill someone for a prank, expect to be pranked fatally in return. There is very little angst to be mined here.
- The Hermits’ expectations of other Hermits generally boil down to “good sportsmanship”, “willing to lend a hand/their expertise if they’re open to doing so” and “willingly accepts consequences for their own actions”. If you don’t follow these expectations at least most of the time, you’re not really acting in a way that is considered acceptable to the rest of the server, and you’re not fitting into the community on Hermitcraft.
- No Hermit takes on any particular authority figure role, neither in the sense of a boss or manager who looks after things on a professional level, nor in the sense of someone taking on a parental role for anyone else. Friendships are certainly encouraged, and Hermits have varying social relationships with each other, but there really is no “mum friend” or “dad friend” around, excepting the occasional joke, there really just isn’t. And there aren’t any Hermits who seem to want to take on this role.
- The closest I can describe the micro-culture of Hermitcraft in real world terms is “university/college dorm full of mature students (mature students = people not fresh out of secondary school/high school)”. They are all busy with their own massive projects, and then on a social level are out to have a good, slightly chaotic, time. They’ve generally got a good sense of identity, or are blossoming into the kind of creator/person they want to be, because they’re in an environment that encourages growth and ambition while (contrary now to the university/college metaphor) not punishing failure. 
- Hermitcraft is a place of “healing” only in the sense that it is a place where people have a fresh start to dedicate themselves to massive projects and become a part of an exclusive but generally helpful and kind community. The only expectations are that you take responsibility for yourself and your own actions, and if you dish out something you’d better be prepared for it to be volleyed back to you; all of these are fair, in my personal opinion. Some people absolutely thrive on such an opportunity! Some others do not.
- Hermitcraft is exclusive, and not everyone who visits the server gets to stay there. To be offered an invite to become a Hermit requires you to be a good fit for the server and its community, and for everyone to agree on that. If even one Hermit doesn’t want someone there, they won’t be invited. That being said, the Hermits are mature individuals, and if you’re not a friend, then you can at least be a colleague. But if you can’t even be that... well. Hermits don’t offer invitations quickly, due to the fact that there is no probationary period; you’re either in or you’re not.
- LARPing is fairly common, wars are games, and everyone there is just out to have fun at the end of the day. If you don’t want to be involved in whatever “storyline” is currently being acted out on the server, you’ve got to manually say so and tap out. You can just say “sorry, busy with my mega-build, have fun at the war” and be left in peace. And these play-pretend games are not necessarily server-wide, either. Not everyone wants to be involved, and those who don’t aren’t pressured to be. But they do very much happen, and pretty frequently. 
And... yeah, that’s about it. Hermitcraft is a world where a bunch of people are basically running wild and free, able to create huge projects and have fun with their friends (in that distinct adults-who-don’t-have-to-go-to-work-and-are-free-to-be-who-they-wish-to-be kind of way), and while the in-universe reality of any storyline can be up for debate in fandom (e.g. in Season 5, was the jungle actually possessing people or were they just LARPing that?), at the end of the day, most of what happens is in good fun and good sportsmanship. And that is what it means to be a Hermit.
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