====== Moods ====== The Moods feature in **Questies** lets [[player|Players]] express their character's ongoing emotional state or underlying emotional needs. Rather than fleeting feelings, moods represent a persistent tone that shapes interactions and decisions. The Game Master, other Players, and [[NPCs]] can subtly attune to these cues, enriching the roleplay experience. ===== Key Features ===== * **Choose or Type** — Select from a list of persistent moods or define a custom one. * **Update As Needed** — Moods can be changed when a character’s underlying state shifts meaningfully. * **Subtle Influence** — Moods quietly guide how the world and its characters respond, encouraging emotionally driven roleplay. ===== Purpose ===== Moods provide emotional context that persists across scenes. They help the Game Master craft scenarios that feel personal and give Players a tool to reveal hidden emotional needs without heavy-handed exposition. ===== Example Moods ===== * Lonely * Content * Restless * Wary * Depressed * Seeking Connection * Relaxed * Looking for a Fight * Burdened by Guilt * Yearning for Adventure