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LUNA / Stack / Thematic

Stack · 20 cards

Thematic

What is your game about?

Status
Term

Belongs to the term

Ludic Frame
A Ludic Frame is an interpretive schema according to which a Ludic Agent reads what happens.
Stack

Thematic

What it is about

A frame is a schema by which players read what happens in a game. It comes from what they already know and brings expectations with it: what is there, what happens, how it feels. The Frame stack has seven sub-decks – Thematic, Atmospheric, Genre, Situational, Social, Spatial and Temporal Modi – and a game always calls up several frames at once. A frame regulates nothing; it orients how the game is understood.

The Thematic Frames are the way in. Each of the 20 cards names a world that can be understood without prior knowledge of game design, from everyday life alone: Farm, Village, Bazaar, Tea House, Pirates, Expedition, Hospital, Temple, Workshop, Restaurant, Arena, Circus, Space Station, Detective and others, ordered into seven domains from nature and environment to frontier and secret. A theme calls up everything at once: a space, typical conflicts, roles, a mood, a rhythm. “Farm” brings fields and stable, harvest and weather, family and neighbours, an unhurried, hard-working mood and the seasons.

The front of each card names these aspects and the activities the theme suggests, with example games – for the farm, Stardew Valley and Agricola. The back proposes a surprising combination with another theme and refers to cards of the other sub-decks. A guide card, a separator card and a blank card belong to the stack.

How to use it

Method: (1) Lay out all 20 cards. (2) Each person in the team takes a card that appeals to them and says in half a minute why. (3) Together settle on one thematic frame – or deliberately combine two. (4) Read the aspects on the front: what does the theme bring with it on its own? Do we want that, or do we break something? (5) Read the back: the combination as food for thought, the references for the next sub-decks.

Variants: Random combination – draw two cards face down: your game combines both worlds. Break – choose a theme and then deliberately a card from another sub-deck that breaks the expectation: a tea house with the mood of threat.

Time: 5 minutes as a quick choice, 10 to 15 minutes as a discussion in a workshop, 15 to 25 minutes with random combination and a first concept idea, 20 to 30 minutes with refinement through the other sub-decks.

Sequence: in ideation, after the Desiderata, as the way into the Frame. Not all seven sub-decks are needed: for a quick start Thematic and Genre are enough, for mood Thematic, Atmospheric and Temporal Modi. Those who go through all of them begin with Thematic and continue with Atmospheric, Genre, Situational, Social, Spatial and Temporal Modi. In development the chosen theme serves as a touchstone: does what we are building still fit the world we called up?

Relations

A thematic frame is a bundle: it calls up at once what the other six sub-decks capture separately – the space (Spatial), the conflicts (Situational), the roles (Social), the mood (Atmospheric), the rhythm (Temporal Modi). With them a theme can be refined or deliberately rubbed against the grain. Genre frames come from play culture, thematic frames from everyday life; the two can be combined – a restaurant as a roguelike. A theme suggests activities: on the farm one cultivates, gathers, trades, builds. Which of them the game actually carries is decided with the Activities stack.

cards

The cards

Nature and environment

TH-01 Farm Nature and environment Tilling the land, tending animals, harvesting – the rhythm of nature as a livelihood.
TH-02 Wilderness Nature and environment Untouched nature without human order – surviving, discovering, being at its mercy.
TH-03 Ocean Nature and environment Endless expanse, hidden depth, a journey across water – the ocean as boundary, connection and mystery.
TH-04 Jungle Nature and environment Density, lushness, the hidden – a place where nature is stronger than humankind.

Community and everyday life

TH-05 Village Community and everyday life A small community, short distances, everyone knows everyone – solidarity, quirks and conflicts in the tightest space.
TH-06 Bazaar Community and everyday life Bustle, bargaining, diversity – a place where worlds meet and everything has its price.
TH-07 Teahouse Community and everyday life Repose, ritual, quiet encounter – a place of mindfulness where something deep hides behind polite gestures.
TH-08 School Community and everyday life Learning, hierarchy, growing up – a place where rules apply that you didn't make, and friendships for life are formed.

Adventure and travel

TH-09 Pirates Adventure and travel Freedom at sea, plunder and danger – leaving society's rules behind and making your own.
TH-10 Expedition Adventure and travel Setting out into the unknown, systematic exploration – a team with a goal but no guarantee of return.
TH-11 Caravan Adventure and travel Travelling together, goods and stories in the baggage – the journey is the destination, and every stop brings new encounters.

Institutions and order

TH-12 Hospital Institutions and order Healing under time pressure, decisions over life and death – a place where competence, empathy and system collide.
TH-13 Prison Institutions and order Locked up, watched, restricted – a place where freedom is the most valuable good and every rule is a wall.
TH-14 Temple Institutions and order A sacred place, ritual and order – where the everyday ends and the meaningful begins.

Work and creation

TH-15 Workshop Work and creation Craft, invention, mastery – a place where raw material becomes something valuable through skill and patience.
TH-16 Restaurant Work and creation Hospitality under pressure – creativity in the kitchen, timing in the service, satisfaction at the table.

Competition and spectacle

TH-17 Arena Competition and spectacle Confrontation before an audience – an enclosed space where skill is proven and glory is won.
TH-18 Circus Competition and spectacle Wonder, artistry, the world behind the curtain – a place where the impossible becomes routine and the show is everything.

Frontier and mystery

TH-19 Space Station Frontier and mystery Life on the outermost edge – technology, isolation and the thin line between control and catastrophe.
TH-20 Detective Frontier and mystery Reading traces, recognizing connections, uncovering the truth – a puzzle that wants to be solved, and a world that would rather hide it.
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