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forgottengods:dev:archive_summary

Forgotten / Forsaken Gods – Archive Summary

Status: Project archived as of Sept 26, 2025
Focus: Tone management, thematic balance, and mechanical experimentation

Core Realization

The project carried two names across its development — *Forgotten Gods* (mechanics-driven prototype) and *Forsaken Gods* (tone-driven vision).

Its unifying realization: *This game must include horror—but it must not become horror.*

The intended emotional spectrum:

  • Whimsy and dread
  • Fear and awe
  • Horror and transcendence
  • Grief and grace
  • Sacrifice and joy

The goal was always existential awe, not bleakness.

Thematic Anchor

  • “In the shadow of hungry gods, hope is a sacred act.”

This line became the tagline and tone compass. It ensured play resisted grimdark saturation and sanctified beauty, tenderness, and wonder alongside terror.

Narrative Ethos

*At What Cost* (Mark Diaz Truman) heavily influenced design philosophy:

  • Stories pivot on cost-based questions
  • Rupture Tracks & Expressions embody sacrifice and identity shift
  • Stress is emotional/mental, not just physical
  • Hopeful acts may themselves carry cost
  • Villains function as cost engines, driving sacrifice

Tone Design Techniques

Guidelines for balance:

  • Pair every horrific god with one of beauty or grace
  • Make transcendence achievable, not theoretical
  • Seed moments of quiet awe and absurdity
  • Encourage hopeful Lenses and their defense
  • GM pacing: oscillate horror → stillness → wonder → fear → light

Core Mechanics

  • System Base: Fate-derived with Mist Engine influence
  • Core Roll: 4dF
    • +1 per helpful Expression (max +3)
    • –1 per hindering Expression
    • Apply ±3 for sta*
forgottengods/dev/archive_summary.txt · Last modified: by jait

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