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Card · AT-08

Decay

Gloom & heaviness

Status
Stack Atmospheric
Card

Decay

Frame · Gloom & heaviness atmospheric · visual / auditory / haptic

Transience as a process – rust, cracks, withering leaves, the slow dissolution of what exists.

Design question – Something is falling apart in your game. What dissolves – buildings, relationships, memories? And can the decay be halted?

Reference example – BioShock: Rapture, the decaying city under water where everything drips and creaks. Darkest Dungeon: a family estate falling apart, and heroes who grow more fragile with every expedition.

Atmosphere

Decay

Sensory field

Sight: rust, cracks, moss on stone, peeling paint, withering plants. Sound: creaking, dripping, crumbling plaster, silence between the sounds. Touch: brittle material, rough surfaces, damp, coolness.

Coherence

Decay implies decline as a mechanism – things deteriorate over time, maintenance is needed, entropy as opponent. Mechanisms: Decay (counters fall), Maintenance (investing resources against decline), Legacy (irreversible losses). Activities: Maintaining, Repairing, Salvaging. Ludic Organisational Structures: survival order (against the decline).

Stack

Belongs to the stack

Atmospheric
Wie fühlt es sich an? – Emotionale Rahmung (22 cards)
Ludic Frame
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AT-07 Gloom
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