DoubleBear ZRPG Development Update

DoubleBear Productions' Brian Mitsoda continues his discussion on the significance of morale in the latest "ZRPG" design update on the official Iron Tower forums.
Now, you may be wondering, what happens when the Shelter's collective Morale is less than the Morale bonuses gained that day, and quite frankly, that's a good question, because it will happen often. The answer to this is found in one of the major resources in the game Luxury Items. Luxury items are scavenged from houses, buildings, stores, etc. and are stored at the Shelter as a way to offset Morale losses. They are creature comforts and distractions, items that make allies forget about the horrors of survival. All luxury items or Morale bonuses contribute to a (stockpile) of positive Morale that can offset losses. Days where Morale turns up negative can be offset by any (surplus) of good will from the player's actions or collection of luxury items.

You can think of it like this while having food should be enough to generate good will, it's not people expect to eat, it's an imperative. As gross as it sounds, people don't need to bathe to live, but after a few days of hiking to the nearest towns and being covered in zombie gore, a bar of soap is going to be more valuable to your allies than gold. However low the Morale is at the Shelter that day, just having the small luxuries we're used to can put things in perspective for the survivors all might be lost, but at least you can still grab a cup of coffee and a hot shower, and that's one less thing to worry about. Luxury items give people a way to forget about the horrors outside or their losses, so as long as they have toilet paper, a paperback, and a cigarette, their stress is kept to a minimum and the illusion of society is preserved for another day.