Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Thursday, June 27, 2013

Fully Avoidable Afflictions

I was going to post a bit of lore today, but I've been working on a tiny yet interesting change in the game's mechanics that I know will interest some of you.

I'm going to take one step further and take away more of the chance component currently present in dealing afflictions.

There is tweaking to do yet, but the idea is to remove all direct afflictions in favour of increases in weariness. When the weariness of your avatar goes over a given value, perhaps 100, any new increase in weariness might result in an additional affliction. As long as your weariness remains below that value, your stats will be safe.

Weariness will be displayed in the lower bar instead of the population value when visiting territories or when outcast into one, so we'll have a risk managing scenario rather than a "rock falls, you're death" one.

Other actions, such as battling and the completion of projects, might trigger an affliction too, but I'll  allow adventurers and perhaps even explorers a greater weariness recovery rate to balance things out a little bit. It makes some sense, since they have much less paperwork to do and obligations to fulfill than governors after all.
 

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