Card · TH-02
Wilderness
Nature and environment
Wilderness
Frame · Nature and environment thematic
Untouched nature without human order – surviving, discovering, being at its mercy.
Design question – Imagine your game is set in the wilderness. What does nature give – and what does it take?
Reference example – Don’t Starve: alone in a wilderness that grows more hostile with every night. Firewatch: a lookout tower in the forests of Wyoming, radio conversations and wide open space. Cascadia: fitting together the landscapes and animals of the Pacific Northwest into a habitat.
Associations
- Typical Activities – Exploring, Surviving, Hunting, Navigating
- Typical roles – solo or small survival group
- Typical spaces – forest, mountains, steppe, impassable terrain
- Typical conflicts – survival, orientation, encounter with the unknown
Atmosphere
awe, solitude, danger, beauty
Coherence
Implied Activities: Exploring, Surviving, Hunting, Navigating. Mechanisms: Exploration (terra incognita), Survival (managing resources under pressure), Push Your Luck (risk against nature), Weather (as a dynamic system). Ludic Organisational Structures: spatial order (open world), survival order.
Compatible with
- Solitude (AT-03)
- Awe (AT-21)
- Pursuit (SI-03)
- Uprising (SI-05)
- Guild (SO-06)
- Host-Guest (SO-15)
- Island (SP-01)
- Forest (SP-02)
- Desert (SP-04)
- Workshop (SP-19)
- Antiquity (TM-02)
- Near Future (TM-05)
Tension with
- Restaurant (TH-16) – Wild-herb cuisine in the wilds. A game about cooking with what nature offers – survival meets gastronomy.
Belongs to the stack
- Thematic
- What is your game about? (20 cards)
- Ludic Frame
- To the term
- TH-01 Farm
- previous card
- TH-03 Ocean
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