Expedition Types¶
Purpose¶
This file defines the base expedition taxonomy for the MMO.
The point is to keep the top-level mission system small and legible. The game should not need dozens of unrelated mission classes. It should use a small number of expedition types, then let region, world state, town need, monster pressure, and dynamic events create variation inside them.
Core Rule¶
An expedition type answers five questions:
- what the player is trying to accomplish
- what usually goes wrong first
- what the run usually pays out
- whether the run leans solo or group
- which major systems matter most during the run
Shared Expedition Loop¶
All expedition types still follow the same outer loop:
- choose destination and expedition
- choose loadout, supplies, and safety rules
- travel and resolve route risk
- resolve objective work and hostile pressure if present
- return, extract, deliver, or withdraw
- settle rewards, losses, knowledge, and contract state
What changes by type is the objective, the dominant risk, and the reward mix.
1. Hunt¶
Primary Objective¶
Remove a hostile creature group, reduce local monster pressure, or fulfill a kill contract.
What Happens In The Run¶
- travel to a hunting area
- locate the target family or threat cluster
- resolve hostile encounters
- recover useful byproducts if successful
- return with proof, loot, or gathered monster parts
Main Risks¶
- ambush or bad contact
- injuries and supply burn
- target escape or incomplete pressure reduction
Typical Outputs¶
- loot
- hides, meat, bones, venom, or other monster-derived materials
- codex knowledge
- local security improvement or contract completion
Lean¶
Solo-friendly at low and medium danger. Group-leaning for elite families, dense dens, or event pressure.
Systems Emphasis¶
- combat
- monster knowledge
- gathering byproducts
2. Gather¶
Primary Objective¶
Harvest materials from a valid source and bring them back safely.
What Happens In The Run¶
- select a known or discovered source
- bring tools, containers, and carry capacity
- travel to the site
- resolve extraction over time
- haul the output to town or a processing point
Main Risks¶
- hostile zones or weather pressure
- poor yield or contamination
- cargo loss on return
- site depletion or inefficient extraction
Typical Outputs¶
- raw materials
- quality rolls on gathered output
- source confirmation or updated site knowledge
Lean¶
Very solo-friendly for common sources. Group-leaning for rare, hostile, or high-volume extraction.
Systems Emphasis¶
- gathering
- logistics
- exploration
- survival
3. Survey¶
Primary Objective¶
Discover or confirm routes, tiles, sites, hazards, dens, ruins, or resource locations.
What Happens In The Run¶
- choose a route or target area to verify
- travel through uncertain territory
- reveal or confirm map information
- record hazards, discoveries, and route quality
- return with usable knowledge
Main Risks¶
- getting forced off-route
- bad weather or hazard exposure
- stale or low-confidence results
- hostile contact in unknown ground
Typical Outputs¶
- map knowledge
- tile charts and route strips
- route confirmation
- coordinates or site reports
- survey contract completion
Lean¶
Solo-friendly in known regions. Group-leaning in dangerous frontiers, deep wilderness, or monster-heavy areas.
Systems Emphasis¶
- exploration
- cartography and knowledge economy
- route safety
4. Escort¶
Primary Objective¶
Protect a person, caravan leg, or cargo package while it moves through danger.
What Happens In The Run¶
- attach to a protected target
- move through one or more risky route segments
- defend against interruption or raid pressure
- preserve the escorted target through withdrawal or arrival
- settle delivery or survival outcome
Main Risks¶
- cargo damage
- escort death or abandonment
- route disruption
- successful ambush during transit
Typical Outputs¶
- contract pay
- reputation
- route stabilization or local trust gain
Lean¶
Mostly group-leaning, though short or low-risk escorts can stay solo-accessible.
Systems Emphasis¶
- logistics
- protection
- recovery
- route pressure
5. Rescue¶
Primary Objective¶
Reach stranded or trapped people and get them out before the situation worsens.
What Happens In The Run¶
- travel to an incident site
- locate survivors or trapped targets
- stabilize them if needed
- defend the extraction path if pressure appears
- return with the rescued group
Main Risks¶
- time pressure
- survivor deaths during extraction
- route collapse or worsening area state
- expedition overextension while carrying people out
Typical Outputs¶
- contract pay
- renown
- improved town or faction standing
- event stabilization if the rescue was part of a larger crisis
Lean¶
Mixed. Small rescues can work solo. Collapse sites, plague zones, and large incidents should lean group.
Systems Emphasis¶
- survival
- recovery
- travel
- hostile pressure when present
6. Delve¶
Primary Objective¶
Enter a dangerous site, secure valuable findings, and get back out alive.
What Happens In The Run¶
- reach the delve entrance
- push through site hazards and hostile resistance
- recover loot, relics, recipes, or discoveries
- manage supply and injury pressure while inside
- extract before the expedition breaks
Main Risks¶
- layered attrition
- multiple encounters in one run
- overcommitting to loot and failing the exit
- limited recovery options once deep inside
Typical Outputs¶
- rare loot
- relic or recipe rewards
- site knowledge
- rare materials or salvage
Lean¶
Group-leaning by default. Shallow or low-risk delves can still exist for solo players.
Systems Emphasis¶
- combat
- exploration
- extraction pressure
- survival
7. Bounty¶
Primary Objective¶
Eliminate, capture, or confirm the death of a specific named threat.
What Happens In The Run¶
- gather or trust target intel
- track the target to a valid site or route
- resolve the key target encounter
- secure proof, trophy, or target state confirmation
- return to claim settlement
Main Risks¶
- bad or stale intel
- elite target mechanics
- target escape
- proof loss or invalid completion state
Typical Outputs¶
- direct contract pay
- reputation
- target proof items
- local security improvement
Lean¶
Mixed. Named elites and notorious targets should often lean group.
Systems Emphasis¶
- combat
- knowledge and tracking
- contract validation
8. Caravan¶
Primary Objective¶
Move goods between towns or regions and complete the shipment intact.
What Happens In The Run¶
- load cargo and confirm shipment rules
- move through route segments over time
- resolve delay, raid, or weather pressure
- preserve shipment value through arrival
- settle delivery and market consequences
Main Risks¶
- cargo loss
- route disruption
- delay penalties
- spoilage or escort failure
Typical Outputs¶
- transport profit or contract pay
- route knowledge
- town supply change
- market opportunity on successful delivery
Lean¶
Group-leaning for high-value or high-volume transport. Small caravan legs can stay solo-accessible.
Systems Emphasis¶
- logistics
- regional markets
- route safety
- town supply simulation
9. Boss Omen Or Event Hunt¶
Primary Objective¶
Respond to a timed major threat that can change the state of an area, town, or route.
What Happens In The Run¶
- detect or accept a timed event response window
- prepare specifically for the threat and environment
- travel to the event site under active pressure
- resolve the major hostile objective or event condition
- survive the aftermath and secure the result
Main Risks¶
- event escalation during delay
- high casualty risk
- area-state penalties if the run fails
- rare resource burn for preparation
Typical Outputs¶
- rare materials or loot
- strong renown gains
- event resolution rewards
- major area-state change on success or failure
Lean¶
Strongly group-leaning, especially when the event is public or region-wide.
Systems Emphasis¶
- dynamic events
- combat
- preparation
- regional state change
Event Variant Rule¶
Dynamic events should not create a separate mission framework. They should bend these base types into temporary variants.
Examples:
Gather-> blight relief herb collectionEscort-> storm salvage escortCaravan-> emergency ration deliveryHunt-> den-clearing after rising predator pressureRescue-> mine collapse extractionBoss Omen Or Event Hunt-> drake nesting window or undead stirring response
Board Presentation Rule¶
The mission board should present missions as:
- base expedition type
- destination or route
- urgency or reason tag
- main reward class
- primary reason tag when the mission exists because of a live town, event, or control-window input
Example mission labels:
Survey / Ashwood North Route / urgentGather / Marsh Herb Site / blight responseEscort / Grain Convoy / cargo priorityBoss Hunt / Reef Drake / storm windowEscort / South March Grain Convoy / urgent / control windowGather / Eastfield Herb Lots / urgent / medicine shortage
This keeps the UI readable while still allowing a lot of content variety.
Related Systems¶
- missions and expeditions
- expedition generation model
- combat resolution
- gathering and resource ecology
- exploration, cartography, and resource discovery
- market contracts and logistics
- dynamic events and world state