
until they break, which tends to be a quest-ending moment. Occasionally a kleptomaniac character will run up to see what's inside a chest without waiting for orders, but that's rare and, really, what are the odds that I wouldn't give the order to check it for loot anyhow? In the dungeon, the personality traits tend to not have immediately obvious effects aside from the ones that give percentage modifiers to damage/armor/stress resistance/etc. So 1000gp for someone to go gambling is a significant, but generally not crippling, expense.) (For cost comparison, you need to outfit your party with provisions for each dungeon run, typically at a cost of 2000-3000gp for short quests and maybe another 2000 each for medium and long ones. They typically cost ~1000gp per session and restore at least 50-60 stress, so you're never going to need to use them more than once in a row on a single character I think it would be better if they cost ~250gp and restored 15-25 stress, since that would make it more of a situational/maintenance tool instead of "is the character about to break? if yes, send him to the temple or bar. In the dungeon, the sanity mechanic tends to be way too binary (either everyone is totally stressed out because of critical hits and morale-based attacks inflicting, in some cases, 15-20 stress per hit to the entire party or they're all completely cool because you've got a jester hanging out in back and spending all his actions on singing to reduce stress) and, when you get back to town, the stress-relief activities are high-cost for usually-overkill benefits. I didn't get quite what I was looking for. I kickstarted it because I loved the concept - herding a team of misfits and ne'er-do-wells into danger and trying to hold them together while their minds and personalities slowly fragmented. Yeah, I've got about a dozen hours in Darkest Dungeons.
