Card · AT-07
Gloom
Gloom & heaviness
Gloom
Frame · Gloom & heaviness atmospheric · visual / auditory / haptic
Oppressive heaviness, no sun, shadows everywhere – the darkness is not threatening but omnipresent.
Design question – A grey veil lies over everything in your game. What does the darkness hide – and what happens when someone brings light?
Reference example – Silent Hill: fog, shades of grey, flickering light and sounds you cannot place. Arkham Horror: rain-soaked alleys of a town over which something sinister hangs.
Atmosphere
Gloom
Sensory field
Sight: greys, shadows, low contrast, an overcast sky, flickering light. Sound: muffled noises, dripping, creaking, dampened voices. Touch: damp, heaviness, as if the air were denser.
Coherence
Gloom implies restricted information (darkness = limited sight), a slowed pace, atmosphere as an opponent. Mechanisms: Fog of War, Hidden Information, Exploration (in the dark). Activities: Searching, Navigating, Surviving. Ductus: a heavy, slow rhythm.
Belongs to the stack
- Atmospheric
- Wie fühlt es sich an? – Emotionale Rahmung (22 cards)
- Ludic Frame
- To the term
- AT-06 Desolation
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- AT-08 Decay
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