Buff vs debuff… debuff for dirtyness doesn’t necesseraly mean tedium as long as it’s handled well.
I think a hygiene system could work well. My cashcard with 2 credits:
System should be meaningfull, but limited to moeale effects, scent and health/suspectability to infections & disease.
Negative effects should be easy to avoid, positive effects should be a bit harder to get.
Cleanliness system for clothes would be difficult to implement and design right, and addblots of tedium. A catchall personal hygiene system would be the right balance of depth, realism, intresting and tedium. Going granular with detail / realism (brushing teeth, cleaning fingernails, etc) would be too much IMO.
An example system could work like this…
Hygiene would be some range, say between 0 and 20.
Lower is better, a value of 1 would be considered neutral and what the player starts the game with.
Every 24 hours adds 1 to the value, some things can/will add to the value, like being covered in boomer bile or vomiting or bleeding out, but only up to a max amount like say 3 points. This extra ‘dirtyness’ might be pooled up to the maximum value or be stackable with each different type of dirt having it’s own max value.
Value 0 would be squeaky clean, with a decrease in scent (half or a third or whatever balances best.)
The maximum value of the counter would double (or triple?) scent, with every step of the counter adding a fraction of the maximum, essentially you can ignore it for a bit but it adds up after a while.
Being at value 0 would give a slight morale bonus like +5, between 1 and 4 or 5 is neutral for morale, after that you get a slight penalty like -5 at first that starts to get more severe.
Being squeaky clean gives a slight bonus to health score, 0-8 would be neutral and after that health score gets a penalty that gets more severe eventually.
Just some waterit doesn’t need to be clean, like 4 amounts or so and 20 minutes should reset the counter, but only if you have soap can it actually go to 0, otherwise it’ll be 1.
Players could construct various stuff at their base like makeshift showers or heated bathtubs with a woodstove beneath it and so on, these wouldn’t get you cleaner per se but give nice morale bonuses, one of the perks of having a base rather then being on the road I suppose.
So, it pays of to invest in hygiene, but can be ignored for a bit, you only need to clean every couple of days to prevent bad stuff from happening, starting chars and travellers arent handicapped when other priorities are are there.
Also, maybe traits like outdoorsman could decrease morale penalties for being dirty, how bout a new negative trait like ‘Hygiene OCD’, gets morale penalties if player doesnt carry either soap or disinfectant, only washes with clean water, and has occasional cravings to wash hands (takes 1 water), massive morale penalty if you skip daily hygiene, on the plus side would start game with soap, purification tablets and meds could help.