tgame/docs/04-expeditions.md
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Expeditions

How materials, recipes, and trouble enter the game. AFK timer-resolved, no real-time gameplay.

Mechanic

  • Pick a destination (zone).
  • Pick a team (1 minion solo, or up to N for team expeditions).
  • Set off. Time passes (minutes to hours depending on distance + risk).
  • They come back with a report — loot, events, possibly injuries or worse.

Risk tiers

  • Safe — predictable, modest rewards, low variance, no real risk.
  • Standard — some variance, decent rewards, occasional minor injuries.
  • Dangerous — high variance, premium rewards, real injury and (rare) death risk.

Riskier missions need better gear, better team comp, and Soldiers as escort. Soft-gating: you can send an underprepared team into the Mire, but they'll come back hurt or not at all.

Team composition

  • Soldiers required for hostile zones, otherwise penalty.
  • Beastmasters can pacify creature zones, reduce hazard rolls.
  • Scholars boost recipe-find rate.
  • Gatherers boost yield by biome subspec.
  • Merchants boost found-coin and trade-route bonuses.

Team comp is its own puzzle separate from gear loadout.

Resolution: procedural event log

No LLM, no runtime AI. Templated text snippets with slot fills:

[hazard, biome=Mire, severity=medium]
"{minion} stumbled into a {creature} nest. {teammate} pulled them out, but {item} was lost in the muck."

Selected by zone + risk tier + team composition + trait rolls. Templates have conditional branches (different snippet if a Brave minion is present, etc.). Authoring the template pool is real work but standard work.

Drops

See 14-materials.md for the materials taxonomy.

  • Raw materials (primary) — biome-appropriate; ore, wood, botanicals, bone, hide, etc.
  • Refined / components (occasional) — when expeditions encounter abandoned camps, ruins, or merchants
  • Recipes (occasional) — sometimes specific to the zone's flavor
  • Trophies & curiosities (rare) — relics, artifacts, named weapons, lore items
  • Trait shifts (sometimes) — minions return changed by what they saw
  • Relationship changes (always-ish) — who saved whom, who was reckless
  • NPC encounters (very rare) — recruitable adventurers met on the road

Wounds vs. death

Working position: wounded by default, true death only on catastrophic failure in the highest-tier zones.

  • Wounded → infirmary for X hours, can't expedition during that time.
  • Wounded with Brave trait → shorter recovery, gains scar (cosmetic + flavor).
  • Death → permanent loss, with a memorial entry in the Library.

Reasoning: losing a leveled-up portrait you've grown attached to is brutal. Permadeath everywhere makes players resent the game. Permadeath as the worst possible outcome of the worst possible expedition makes it dramatic.

Open questions

  • How granular is the destination picker? Region → zone → encounter, or just region → zone?
  • Do players watch a real-time progress bar, or does the report just appear on completion?
  • Should expeditions chain (a successful expedition opens a follow-up that's only available for 24h)?