[Idea] Artefacts with unwanted passives + container system #14

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opened 2026-10-17 23:36:49 +00:00 by muse-lantern · 0 comments
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Concept

Some artefacts have passive effects you do not want.

Example

An artefact that illuminates the room — great for seeing, terrible for stealth. Draws attention to you.

The solution: containers

Containers suppress the passive while the artefact is stored.

Container tiers:

  • Coin pouches (scavenged) — work, but degrade over time when used to contain an artefact. Disposable suppression.
  • Observer cases — obtainable via the Observers (see #7). Better/durable. Another reason to pick up the phone.

Design implications

  • Every powerful artefact becomes a risk calculation: is this worth the pouch burn rate?
  • Creates a real cost to carrying powerful gear — burn through pouches, owe the Observers, or deal with the passive
  • Feeds back into the phone choice (#5): Observer cases are genuinely tempting without being mandatory
  • What other unwanted passives? (noise emission? anomaly attraction? health drain? visual distortion?)

Open questions

  • How is passive suppression communicated? (visual? audio? UI?)
  • Pouch degradation rate — per-item? per-artefact-power?
  • Can containers themselves become Affected? (see #12)
## Concept Some artefacts have passive effects you **do not want**. ### Example An artefact that **illuminates the room** — great for seeing, terrible for stealth. Draws attention to you. ### The solution: containers Containers **suppress** the passive while the artefact is stored. **Container tiers:** - **Coin pouches** (scavenged) — work, but **degrade over time** when used to contain an artefact. Disposable suppression. - **Observer cases** — obtainable via the Observers (see #7). Better/durable. Another reason to pick up the phone. ### Design implications - Every powerful artefact becomes a **risk calculation**: is this worth the pouch burn rate? - Creates a real cost to carrying powerful gear — burn through pouches, owe the Observers, or deal with the passive - Feeds back into the phone choice (#5): Observer cases are genuinely tempting without being mandatory - What other unwanted passives? (noise emission? anomaly attraction? health drain? visual distortion?) ### Open questions - How is passive suppression communicated? (visual? audio? UI?) - Pouch degradation rate — per-item? per-artefact-power? - Can containers themselves become Affected? (see #12)
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dead-air/game-planning#14
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