Thursday, October 21, 2021

Tone, Mood and Style

A "Feel" for the Game.
The tone, mood and style of a session or campaign are not as often discussed as they probably deserve to be for the tone (intent or approach to the game) or mood (how the game is perceived or experienced), or style of the game are game features which can add to or detract from a players enjoyment. 
Tone in a fictional sense can be defined as the attitude (or point-of-view) of the subject (player, PC, or referee, NPC) toward story events or other characters. Friendly and cooperative - hostile and suspicious - trusting and caring - these all convey tone in an interaction with the setting and its inhabitants. 
The mood speaks more to the atmosphere of the setting. Is it dark and dangerous, or not? Is the setting a bright and hopeful place where characters can be confident that good will ultimately prevail? Or does the game take place in a world of danger where hope is failing and ultimate doom seems to inevitably await? (Note: A feeling of hopelessness is to be avoided as it generally discourages any action on the part of the player characters.) 
Gaming in a grim-dark setting can be quite rewarding as long as the players feel the actions of their characters can effectively alter to eventual outcome in a positive way. A bright and hopeful place where folks treat each other with respect and kindness can also be interesting, especially if it is facing an external treat that seeks to upset this harmony. This scenario gives the player characters the chance to play the hero and restore order by eliminating the threat. 
Style can mean a lot of things, all pertaining to how the game system is actually played out at the table. Examples could be described as being crunchy with lots of details, or as light and containing lots of abstractions, as high in magic or low in magic, and as using old or new game technology - this last element frequently describes the mechanical techniques used in various elements of  the game and influencing the "game" play experience. It is often said that any game can be played in an "old school style" which generally means using creative interpretation of the system rules, which are frequently intentionally brief and do not cover all eventualities so that there is room left for referee input. 
The various elements of tone, mood and style can have a significant effect on how satisfying your experience of the game is and is worth giving some deliberate thought to - perhaps even including a discussion among players which can help to get everyone on the same page regarding expectations. 

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