Resource Management While Duskara focuses on emergent narrative, resource scarcity is central to the setting. This system keeps resources present without turning the game into a spreadsheet. Core Resources Three resources matter on Duskara: Water: Precious, carefully recycled, never wasted Power: Generated by wind and geothermal, distributed through networks Provisions: Food, medicine, equipment—anything consumed or expended Resource Tags Rather than tracking exact quantities, settlements and groups have Resource Status Tags that reflect current conditions: Water Status: "Water Abundant" (+1 Chance Die to hygiene, agriculture, morale) "Water Adequate" (no modifier) "Water Rationing" (+1 Risk Die to physically demanding actions) "Water Crisis" (+2 Risk Dice to all activity, settlement survival threatened) Power Status: "Full Power Grid" (+1 Chance Die to technology use, communication, comfort) "Adequate Power" (no modifier) "Rolling Blackouts" (+1 Risk Die to power-dependent systems) "Power Failure" (+2 Risk Dice to technology, critical systems down) Provision Status: "Well-Supplied" (+1 Chance Die to morale, health, expedition preparation) "Adequate Supplies" (no modifier) "Supplies Running Low" (+1 Risk Die to extended activity, health) "Critical Shortage" (+2 Risk Dice to survival actions, morale collapses) How Resource Tags Change Resource status shifts through: Negative Triggers: Storm damage to infrastructure Population increase or refugee arrival Trade route disruption Equipment failure Prolonged expedition or siege Failed rationing or conservation efforts Positive Triggers: Successful resource acquisition (water prospecting, supply caravan arrival) Infrastructure repair or expansion Breakthrough conservation technology Trade agreement with other settlements Abundant geothermal or wind conditions Community cooperation initiatives Personal Resources Individual characters don't track resources separately unless they're isolated from settlements for extended periods. When undertaking major expeditions (deep day-side salvage, long Deep Roads traverses), the GM may assign a Supplies Tag to the expedition: "Well-Provisioned" (+1 Chance Die to survival actions) "Adequate Supplies" (no modifier) "Low Supplies" (+1 Risk Die, group must find resources soon) "Out of Supplies" (+2 Risk Dice, survival crisis) This Tag degrades based on time, mishaps, and consumption. It improves through finding caches, successful hunting/foraging, or reaching safe havens. Using Resources in Play GM Responsibilities: Announce current settlement Resource Tags at session start Shift Tags when fictional triggers occur Apply modifiers to relevant rolls Create adventure hooks around resource crises Player Opportunities: Plan expeditions to improve resource status Propose engineering or social solutions Accept complications that worsen resource Tags for dramatic effect Celebrate when resource status improves Example: The settlement of Aetherion is under "Water Rationing" due to damaged aquifer pumps. The players undertake a mission to repair the pumps in the Deep Roads. All physically demanding actions in the settlement have +1 Risk Die Characters working in vertical farms struggle to maintain crops Social tensions increase as rationing enforcement becomes stricter Upon successful repair, Aetherion returns to "Water Adequate" Community morale improves, and the characters are celebrated Resource Conflict Competing settlements may clash over resources: Disputed geothermal sites Shared aquifer access Trade route control Salvage claim conflicts These conflicts create excellent adventure frameworks without requiring detailed economic simulation.