The Earth is Not a Cold Dead Place: Creating Complex Tone In Your Adventures
As a Referee and adventure writer, I wholeheartedly believe that horror and malevolent danger only work in adventures if they are balanced by moments of ease, lighthearted connection, and empathy. In the movie musical Dancer in the Dark*, possibly the most depressing movie, the moments of viewer escapism are wrapped into the story via imagined musical numbers. They function like Tolkien’s poetry songs in Lord of the Rings and The Hobbit, creating an alchemical balance that deepens the connection of the viewer/reader. But how do I do this in my elf game? Relentless grim can easily become samey, inducing a kind of numbness in your players that can make them connect less with the world. There are a couple principles I consider and use to balance this in my home game. They are informed by the GMing philosophy of Nate Lumpkin over at Swamp of Monsters. 1. The world is Not a Cold Dead Place: events do not revolve around your player characters’ actions. Another way of saying this mi