Proposal: Escalating Tension
Reaches quorum 9-0 and is enacted (with one section discarded due to a typo) -SingularByte
Adminned at 28 Dec 2022 10:21:39 UTC
Append the following text to the Effect of Kidnapping in the table of Malfeasances:
and if the mood is not “Calm”, their Sanities are reduced by 1 each if not already 0.
In the rule Traps, after each of “the triggering Explorer’s planned action and ploy are set to Rest and cannot be changed willingly by that Explorer until the end of the next mansion phase.” and “the triggering Explorer is immediately moved through the connection in the direction chosen by the Narrator when this effect was selected, if that direction has a room.”, add the sentence:
If the mood is not “Calm”, their Sanity is reduced by 2 to a minimum of 0.
In the same room, after “they didn’t exist for the purposes of Movement Planned Actions.”, add the sentence:
If the mood is not “Calm”, the Sanity of each Explorer inside the room is reduced by 2 to a minimum of 0.
In the steps of Reveal the Consequences in the rule “Mansion Phase”, after the step that begins “Repeat the preceding step until no Explorers moved during it”, add this as a new step:
* If the mood is Frightening, each Explorer with Flee as their Planned Action loses 1 Sanity for each Room they both entered and left during that action, to a minimum of 0.
As the Mood worsens, more and more actions cause Sanity loss.
Sanity losses for traps was set at 2 because one of them forces a Rest but should still be a net loss.
JonathanDark: he/him
I’m glad there’s more interest in the Sanity mechanics.