{"id":7245,"date":"2023-04-27T23:27:18","date_gmt":"2023-04-28T03:27:18","guid":{"rendered":"https:\/\/rmu.andrewyames.com\/?p=7245"},"modified":"2023-08-14T10:36:36","modified_gmt":"2023-08-14T14:36:36","slug":"soul-mental-health-campaign-2","status":"publish","type":"post","link":"https:\/\/rmu.andrewyames.com\/?p=7245","title":{"rendered":"Soul Mental Health Campaign 2"},"content":{"rendered":"\n<p>This week, I thought I would try to test mechanics for my setting. I drafted a few characters with different mental health diagnoses, and each one gave a different debuff to that character. <\/p>\n\n\n\n<p>Depression: +2 fatigue starting, +1 fatigue on failure.<\/p>\n\n\n\n<p>Anxiety: +2 fatigue on failure. +1 fatigue on success to a random stat. Reaching max fatigue in a stat causes +3 fatigue in 2 random stats.<\/p>\n\n\n\n<p>ADHD: cannot attempt the same thing more than twice in a row without trying something else. Any time a switch is made, +1 fatigue to the previously attempted stat. <\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>Results:<\/p>\n\n\n\n<p>These debuffs relied heavily on the implementation to work the way they did. I may end up scrapping this idea and go with a narrative driven game instead. This had, perhaps due to my modern day framing, perhaps due to mechanics, a bit too much of the desired effect. Players became less interested in trying to play these characters because they felt it too difficult to make meaningful progress. <\/p>\n","protected":false},"excerpt":{"rendered":"<p>This week, I thought I would try to test mechanics for my setting. I drafted a few characters with different mental health diagnoses, and each one gave a different debuff to that character. Depression: +2 fatigue starting, +1 fatigue on failure. Anxiety: +2 fatigue on failure. +1 fatigue on success to a random stat. Reaching &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/rmu.andrewyames.com\/?p=7245\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Soul Mental Health Campaign 2&#8221;<\/span><\/a><\/p>\n","protected":false},"author":184,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[89],"tags":[],"class_list":["post-7245","post","type-post","status-publish","format-standard","hentry","category-game-design-studio-2"],"_links":{"self":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/7245","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/users\/184"}],"replies":[{"embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=7245"}],"version-history":[{"count":1,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/7245\/revisions"}],"predecessor-version":[{"id":7246,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/7245\/revisions\/7246"}],"wp:attachment":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=7245"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=7245"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=7245"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}