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Rasa

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Stack Ductus
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Rasa

Ductus base_pattern · mood_sequence

The experience is shaped not as an intensity curve but as a sequence of mood qualities – a sequence of flavours instead of a tension curve. Nine basic rasas: love, comedy, sorrow, anger, heroism, fear, disgust, wonder, peace. The question is not “how exciting?” but “what flavour does this moment have?”

Design question – Which sequence of moods do your players move through? What flavour does each section have?

Reference example – Journey: wonder in the desert, fear in the depths, sorrow in the snow, peace at the summit. Undertale: comedy, fear and sorrow alternate, often within the same encounter.

Intensity

Not an intensity curve, but a sequence of qualitative moods (rasas).

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