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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.