style_and_tone

Style and Tone

How do you contend with the challenges of a community rapidly running out of space and resources? What does your daily routine look like when it only ever plays out on the same metro line? And how do you live without ever seeing the Sun?

These are some of the questions Terminus poses—the answers are up to you. The tone of this game is intended to be darker than some of the recent Society Games; both literally, given the difference in setting, and in the narrative we are planning to tell. Terminus is set in a claustrophobic, oppressive environment, and this will be reflected in the culture and plot of the game.

One of the core themes of Terminus is manipulation. As GMs, we will often be unreliable narrators; your characters will not start out with a full understanding of the world, and you are encouraged to explore the unknown Underground. That’s not to say this would be without danger. Any path you take in the tunnels is liable to collapsing on you, after all. (It is worth noting, however, that we do not expect permanent character death to feature in the story.)

But ultimately, the players’ decisions will shape the story, and the kind of community the Underground hosts. Enjoy—and choose your track carefully.

Like any creative project, Terminus takes many of its ideas from other fiction. Some notable examples are:

  • Kontroll (2003) (film)
  • Annihilation (book)
  • Metro 2033 (book)
  • Fallout (game)
  • style_and_tone.txt
  • Last modified: 2023/10/16 20:57
  • by gm_konstantine