The Original Gloam Manifesto

The gloaming is the edge where night meets day. It’s a game about the fading of the light in the face of an incontestable darkness. Of course, the light can technically persist, but only with some quick-thinking and careful planning. Created in the void of systems between gaming and story-telling, Gloam attempts to pare down the elements of meta-gaming and rules-lawyering that pull one out of the experience; it is, after all, a horror game.

Simplification and freedom put a strong emphasis on imagination and a heavy burden on the part of the story-teller to make decisions fairly and on the players to trust in those decisions.

Atmosphere, attitude and immersion are key elements. Psychological warfare is also encouraged in playful, creative ways. Chance plays a role (roll lol) in deciding the direction, occasionally, but a clever move by the player should always be rewarded.

Help your players become attached to their characters, but don’t be afraid to kill them. There has to be some risk involved.

Keep in mind the strength, but also the intense fragility of the human being. A large portion of the terror comes from that weakness. After all, what is a small group of regular humans in the face of the hordes of the unknown?

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: