raketkalle wrote:I think it would be a lot better if you only lost sanity from doing sanity-losing stuff, not from time passing...
+1. I've been infatuated with insanity mechanics ever since Call of Cthulhu: DCotE. In that game you only took a sanity hit if something frightening or disturbing occurred (taking damage, observing dead corpses, encountering monsters, etc).
I think insanity in itself could be a good mechanic but I'm not that sold on it happening over time. If one reason for its implementation is to prevent anti-stocking AFK then you could always have it go into effect only when a player has active criminal scents. That way you could chalk it up to guilt and paranoia and it would make sense in terms of roleplay and gameplay. As has been mention before, constant loss of sanity for all active players would just stifle the sandbox nature of the game. I understand that the loss is very minor but it does force you to grind sanity back if you happen to be doing chores that doesn't replenish it.