Camp
This page owns the Camp as the MC's mobile expedition infrastructure.
What The Camp Is
- The Camp is the MC's travelling Camp and expedition layer.
- It travels with the MC and supports work away from the Core.
- It handles rest, field repair, carried or deployable support, survey work, ward work, and longer-range travel.
- It is distinct from the fixed Core and from any Settlement.
Act 0 To Later Camp Continuity
- Act 0 temporary camp routines are the rough first expression of the same Camp layer, not a separate future system.
- Early shelter, fire, watch, and overnight routines teach the player the travelling Camp in its most provisional form through short atomic activities.
- Later upgrades turn those temporary camp routines into a richer travelling Camp with better readiness, comfort, supply, and reach.
- Later repeated field patterns can surface as routine activity shapes without replacing those atomic activities. An overnight camp routine is the clearest example: the player may think in one bundle, but the queue still runs the individual camp steps.
- The canon surface stays "Camp". This page should describe a continuous mobile layer rather than invent a second camp system.
What The Camp Must Support
- safe or safer rest away from the Core
- expedition loadouts, carried tools, and deployable field support
- field work that should not require the Settlement layer
- a clean transition between scouting, site interaction, travel, and return
- mobile routines that stay relevant after the first Outpost and later Settlement play exist
Named Character Use In Camp
- Camp-side assignments cover watch, survey support, field repair, loadout or pack support, treatment, and expedition leadership.
- Camp is one assignment context in the broader model; it intersects with Site, Mission, and party or expedition work without replacing them.
- Party, expedition, site, and mission assignments often route through Camp readiness because the Camp is the mobile layer that puts named characters into the field.
- Camp assignments should change requested work, quality, unlocks, clue generation, incidental outputs, teaching, and event triggers in grounded ways.
Infrastructure Boundary
- Camp modules, improvements, and support structures belong to the mobile layer.
- They should affect expedition range, readiness, recovery, carrying capacity, route endurance, and field capability.
- They do not stand in for settlement administration, district governance, or population-scale economy.
- Settlement administration begins with the first Outpost in Act 2 and broadens in Act 3 settlement play.
Design Rules
- The Camp should feel mobile and limited in ways the Core is not.
- Camp upgrades should change expedition range, readiness, comfort, and field self-sufficiency.
- The Camp should remain relevant after settlements exist because the frontier still needs a mobile layer.
- Camp play should stay clearly separate from the Core's fixed anchor role and the Settlement's population-scale role.