Fatigue System: Difference between revisions

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Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people's time. However much time you have, we want it to be enough to engage with the world and community and tell your character's story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the Fatigue System.
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people's time. However much time you have, we want it to be enough to engage with the world and community and tell your character's story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the <font color="#DAA520">Fatigue System</font>.


The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.
<font color="#DAA520">The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.</font>


A normal session should use up your fatigue naturally by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.  
A normal session should use up your fatigue naturally by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.  
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=Basic Overview=
=<font color="#DAA520">Basic Overview</font>=


All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.
All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.
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== Fatigue Usage ==
==<font color="#DAA520">Fatigue Usage</font>==


Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:
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Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.


== Natural Regeneration ==
==<font color="#DAA520">Natural Regeneration</font>==


Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:
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Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck long-term due to lack of energy.
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck long-term due to lack of energy.


== Active Regeneration ==
==<font color="#DAA520">Active Regeneration</font>==


Fatigue can be actively regenerated by consuming [[Common Intoxicants]] for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with the [[Music Theory|Harmonious Rest]] ability.
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with the [[Music Theory|Harmonious Rest]] ability.
==<font color="#DAA520">Quick Tips</font>==

Revision as of 18:13, 6 August 2026

Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people's time. However much time you have, we want it to be enough to engage with the world and community and tell your character's story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the Fatigue System.

The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.

A normal session should use up your fatigue naturally by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.

This is not built around all-day grinding. If that's still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.


Basic Overview

All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.

You can check on your Fatigue by <TBD>


Fatigue Usage

Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:

Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.

Natural Regeneration

Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:

  • Hunger and Thirst: Characters who are well-fed and hydrated will regenerate fatigue more quickly.
  • Nutrition: Characters with good nutrition levels gain additional recovery benefits.
  • Stimulants: Active stimulant effects can further enhance regeneration.
  • Addiction: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.
  • Storms: Fatigue regeneration increases during Storms, encouraging players to stay online.
  • Rest Areas: Natural Fatigue regeneration is increased while you are in a Rest Area.

Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck long-term due to lack of energy.

Active Regeneration

Fatigue can be actively regenerated by consuming Common Intoxicants for an instant boost, or once every three hours by listening to Music in a Rest Area by someone with the Harmonious Rest ability.

Quick Tips