Posted August 28, 2026 by BryceAndRobot
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.
A party of adventurers sets out on a journey to defeat the Demon Lord. Along the journey, they must manage their Fatigue, Wounds, Supplies, 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.
Each character in the party has a specific Role, which offers a unique benefit.
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.
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.