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
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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.
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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.
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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
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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
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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
