Tuesday, July 30, 2024

Proposal: Stare into the abyss

Withdrawn -SingularByte

Adminned at 30 Jul 2024 21:00:49 UTC

If the proposal “At the Waters of Madness” failed, this proposal does nothing.


In the rule “Madness”, after the word “Rest” add the following,

No energy is gained if the Rest action is used by this rule



In the rule “Fishing Contestant” add the following to the list of Collect Catches instructions as bullet point 5

If that Cell is an Basalt Obelisk, they gain 2DICE6 Catches and then roll DICE3. On a roll of 1, nothing happens. On a roll of 2, increase their madness equal to half their Catches gained, rounded down. On a roll of 3, increase their madness equal to their Catches gained



Move the following text “If none of the above apply, they gain 2DICE2 Catches”, to bullet point 6 on the list of Collet Catches instructions.

My thoughts are if you rest to recover from being mad, you’re not going to have a peaceful sleep and won’t have much energy once you awaken.


I also picture trying to fish under the gaze of the obelisk as a risky venture

Comments

SingularByte: he/him

30-07-2024 15:21:59 UTC

I feel like the penalties here don’t quite feel like they’d ever be worth it. Moving to an obelisk already takes 1-2 energy, then fishing would take a further 8 energy on average.

In comparison, the ocean gives 2 fewer fish on average for 5-7 less energy expended (depending on movement costs).

JonathanDark: he/him

30-07-2024 15:53:17 UTC

My worry here is that if you don’t allow a Rest, a Fishing Contestant could easily get into a situation where it’s impossible to get out of the Madness because they’d have no way to gain Energy, e.g. they have 3 Madness and only 2 Energy.

If you can provide an alternative solution for the example above, I’d be ok with this, but otherwise, I’m going to have to vote against.

Darknight: he/him

30-07-2024 17:04:20 UTC

against withdrawn

Lukas:

30-07-2024 18:42:22 UTC

I’d be interested in adjusting the Madness mechanic so that we can hand it out more freely without debilitating everyone. Haven’t thought of a good way yet though.

JonathanDark: he/him

30-07-2024 19:20:17 UTC

One quick way would be to make the effect of Madness only occur after a certain amount, e.g. “if a Fishing Contestant’s Madness is 5 or more, they may only Rest or pay Energy to remove an equal amount of Madness”

Then it wouldn’t be immediately debilitating and players could accumulate a little Madness as long as they didn’t let it get out of hand.