Prototype Play Guide


This is not a game manual, but...

While I find frictional game design and unclear information interesting, it's hard to gauge such things when you're making the thing. Some aspects are probably more opaque than I wanted, so here's some of the core information I would put in a game manual.

The Basics

A party of adventurers sets out on a journey to defeat the Demon Lord. Along the journey, they must manage their FatigueWoundsSupplies, and Morale.

A central question they must face each night: Who will take nightwatch? Who will sacrifice their rest to allow others theirs? As a character's Fatigue grows, they become more likely to be wounded in combat and other situations. Characters recover fatigue when they have a full night's rest - however, a character who takes nightwatch or is otherwise woken in the night will only grow more fatigued.

When a character takes too many Wounds, they are slain. This greatly reduces the party's Morale, which determines how many actions are available in the short hours between the day's travel and nightfall. Morale can be restored by honoring the dead, cooking a hearty meal, and certain adventure events. Some actions reduce the party's Supplies, which may come into play in certain events.

The Party

Each character in the party has a specific Role, which offers a unique benefit.

  • The Warrior is a powerful combatant and is less likely to be wounded in combat during the day.
  • The Bard is a master of words and song. They offer greater morale gains for certain actions.
  • The Thief is skilled at stealth and ambushes. They are less likely to be wounded in combat at night.
  • The Hunter is knowledgeable of flora and fauna, offering more supplies when foraging.
  • The Priest is a trained healer. They increase the chance of success when tending wounds.

The Camp

At the start of the day, the party chooses a route available to them. The number of routes available is determined by their Preparedness. Each route offers their own challenges or boons, including hidden Threat and Abundance values. After the day's adventure, the party will make camp.

As the party settles in for the evening, they have time for some coordinated action. The number of actions available is determined by Morale, but which actions are available is random.

  • The Forage action rolls against the current Abundance value. Successfully foraging rewards supplies to the party.
  • The Patrol Area action reduces the current Threat value, which in turn reduces the chance of a night encounter.
  • The Plan Route action increases Preparedness for the next morning, offering an additional route to choose from.
  • The Tend Wounds action attempts to recover a wound from each party member, rolling against the party's Supplies.
  • The Cook Meal action uses supplies to restore some party Morale.
  • The Set Traps action allows the whole party a chance to sleep through the night. However, a night encounter will be all the more dangerous without a nightwatch.
  • The Honor Dead action allows the party time to process grief of losing one of their own, greatly restoring Morale.

When a night encounter occurs, the nightwatch has the option to either handle it alone at greater risk to themself or to rouse the party, which will interrupt everyone's rest but make quick work of encroaching enemies. 

Files

make-camp_web_v0.1.zip 10 MB
16 days ago
make-camp_v0.1.exe 104 MB
16 days ago

Get Make Camp

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