Just some quick advice:
- Drop the cold, hungry, tired, thirsty stuff. I found that it's hard to keep track of, and you'll have a lot of other stuff going on anyway.
- As for the clothing, make what it looks like dependent on their roll. For example, a roll of three (Partial Sucess) should either get them a shirt, or a pair of pants, or both (but a size or two too large or small), or both but dirty or shredded. A four (Success) should provide the player with fairly bland clothes, but of proper size and quantity. On a five (Perfect Success) give out something cool. Mechanical bonuses from clothes can be nice, just make sure your players never end up with more that a +/- 2 to their roll, otherwise they either die too quickly, or succeed at everything, or cause massive destruction. A six (Overshot) could cause a destruction of the clothes pile, or fling clothes around the room, or other such things.
- Going back to mechanical bonuses, you can do more with them than just adding amounts to rolls. After someone else took over the game, I had a guy who could change what he was resistant to at will. We had one guy who could channel lightning, and another fire. Just don't be afraid to take these away if the rolls call for it.
- If you are planning on killing players (inevitable, really) you ought to figure out some rules for ghosts. In my game, I tried to make them ethereal, meaning that they couldn't pick up anything material, but couldn't be harmed by that stuff either. Elemental stuff (fire, lightning, etc) could still harm them, as could anything spiritual in nature (like the sword of an Archangel, for example). Ghosts could also possess other players, or objects, things like that. Something to keep your players around even if they are dead.
- I'd say something here about the number of players, but it looks like you've already got that. You might want to post a list of all the players, their items, and intrinsic abilities at the end of each round. It helps them keep track, and it really helps
you keep track.
That's really all I have for now. Players, remember that the crazier the idea seems, the better this game will be for everyone. You may want to read through at least part of this:
http://www.attnam.com/viewtopic.php?t=390, to get an idea of how this works.
BTW, I think it's awesome that you used my own example in your post. It was really cool to see that. Thanks!
And I totally want to play this, if you don't mind.
I gnaw on the chains in an attempt to free myself.