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Thank you so much for trying our game! Love to hear that snatching victory from the jaws of defeat was a highlight for your players.

To answer your question re: conditions, we wrongly assumed that mechanics to remove them were unnecessary as the game world is modeled after our own reality. If you're tired? Sleep. If you're hungry? Eat. If you're freezing? Start a fire. To list all the possibilities would've inflated the book and to list only these few examples seemed like advice that didn't add to the text in a meaningful way. But if we had to do it again, I think I'd add a page on removing conditions anyway to keep gameplay simple and quick.

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I am not sure if the assumption that mechanics to remove them were unnecessary was wrong, but I think there might be case for some misunderstanding on what the conditions represent. For me, at least, there is great deal of difference between tired and exhausted, being cold and freezing, thirsty and dehydrated and so on. The latter signifies you fucked up something somewhere. 

If you walk for a day, you will be tired, sure. But if you walk for 72 hours straight because you are trying to get away from danger, you are exhausted, and even a day of sleeping on the ground in cold cave won't really help you recover. You go outside in high mountains, and you will be cold. But freezing means the frost starts to bite you, and while getting warm is good idea, there is a big difference between getting under blanket in well insulated cabin with fire roaring in the fireplace, and building a fire in the middle of a flat stone covered in foot deep snow, when it comes to treating frostbite. 

So,  if something needs to be clarified is how the conditions are to be read, because that informs how they could be treated.

Well it sounds to me like you already have a pretty decent handle on the severity of conditions and how they might be stacked or reduced 😊

Tho, I think the average person walking for 72 hrs would probably die