Wednesday, August 31, 2011

Proposal: Restoring Sanity

Self-killed. Failed by Kevan.

Adminned at 02 Sep 2011 07:34:50 UTC

Add a new subrule entitled “A Firm Basis in Reality” to “Cabin Feaver”, reading

A Survivor whose Sanity has not changed in the previous six days and who has two or more Items may increase their Sanity by 2.



31-08-2011 06:51:24 UTC



31-08-2011 11:15:29 UTC

against Items make you saner?! Can I not escape consumerism even on this lifeboat?

In more mechanical terms, I don’t much like the fact that this rule would further reinforce the same incentives as “Hunger and Tiredness”. Other than that, having some way to increase Sanity does seem like a good idea.


31-08-2011 14:46:34 UTC


Kevan: he/him

31-08-2011 14:58:28 UTC

against This feels like a big advantage for the players who stay on top of things and don’t lose any Sanity, which is already its own reward. And keeping track of someone’s most recent Sanity change seems a bit fiddly, when it’s only tracked in the GNDT log.


31-08-2011 18:23:10 UTC

against as insane people eventually will not manage to keep a hold on their stuff


31-08-2011 20:24:13 UTC

I forgot to add “to a maximum of 15” too. against

Darknight: he/him

31-08-2011 22:46:54 UTC


Prince Anduril:

01-09-2011 12:16:45 UTC