Understanding Mood in Worldbuilding

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Worldbuilding impacts reader or player experience by creating a setting they want to disappear into and experience first-hand. That feeling of a rich, multi-sensory world is known as the setting’s mood. But what exactly is “mood,” when we’re talking about worldbuilding? And how do you create it as a gamemaster or author? In this article, we’re going to:
  • Define what we mean by mood in a game or novel setting.
  • Distinguish it from related elements, like tone and theme.
  • Consider 4 elements that create mood: alignment, agency, stakes & description.
  • Look at 2 common examples of mood: grimdark and noblebright.
Plus, we’ll review all the tools at your disposal as a worldbuilder to evoke a particular mood - whether that’s ominous, wondrous, or something in-between.

Definition of Mood

Literary mood refers to the emotional atmosphere that a creator builds with their work. It encompasses the feelings evoked when people engage with a narrative or setting, so it’s an aspect of audience experience. Creators don’t directly control it, but they can make deliberate choices to guide and influence it.

Tone vs Mood vs Theme?

Tone is an aspect of the narrator’s voice. It’s reflected in word choice and style of description. Theme is the central idea or message of the work, such as “power corrupts” or “love conquers all.” It’s often conveyed in the types of conflict and character dynamics that arise.   In worldbuilding, mood, as conveyed by tone, helps to:
  • Engage your audience emotionally
  • Telegraph what kind of game or story to expect
  • Complement the themes you intend to explore
For example, a dark and foreboding mood (audience experience) in a horror story can evoke feelings of fear and suspense. It might be created via a tone (creator voice) that describes eerie, haunting imagery and sounds. And this kind of setting can easily support stories and games whose themes (deeper meaning) deal with grief or resilience in the face of hopeless odds.  
 

How Mood Differs in Game versus Fiction Worldbuilding

In fiction, authors use descriptive language and narration to create mood. They meticulously choose words and phrases to convey specific emotions and atmospheres. In contrast, game masters can supplement descriptive text in alouds - the text boxes that are meant to be read aloud to players by the gamemaster - with visual and auditory cues.   For instance, a game's narrative might describe a spooky forest, but the visual design in handouts (dim lighting, twisted trees) and sound effects (whispering winds, distant howls) can significantly enhance the mood.

How Alignment, Agency, Stakes & Description Affect Mood

As an author or game master, the choices you make influence the mood your readers or players experience. Some important things to consider are:
  • What is the setting’s default moral state, or alignment?
  • Do characters have real power to effect change, and at what scale (local, regional, global)?
  • What are the stakes of the typical stories that take place here? Are they personal or social?
  • How am I describing the setting? What sensory clues am I providing to set the mood?

Your Setting Alignment: Who’s In Charge?

The easiest way to talk about a setting’s default moral state is by using alignment.   Most people are familiar with the classic 3 x 3 grid for character alignment. One axis runs from good to evil, and the other runs from lawful to chaotic, with neutral in the middle of both axes. For a setting, that alignment chart would reflect the prevailing cultural values of your world. Or of a particular region or area within it.  

Ask yourself these questions:

  • Does good usually triumph over evil in your world? Do people usually try to help each other? (good)
  • Are the powers of darkness ascendant? Do leaders encourage or reward cruelty? (evil)
  • Does kindness (or selfishness) vary wildly from place to place, or situation to situation? (gray/ambiguous)
  • How well is the rule of law enforced: authoritarian state or anything-goes wilds? (lawful/chaotic)
  • Is your world locked in a power struggle with an unclear outcome? Is political instability common? Or are laws enforced strictly among the upper class, while the lower classes are cracked down on? (unpredictable/unjust)

Agency in Your World: Is Change Coming?

Now that you’ve set a default state, it’s good to consider how static or dynamic that state might be. Do people have the capacity to create meaningful change in your world? Or is it eternally locked in an unchanging status-quo? Also consider: these exist on a continuum, and one is not inherently better than the other for creating mood.   For example in D&D, the Shadowfell is a setting defined by stagnation and entropy. Things will not take a lasting turn for the better, because by design it will always return to its default state.   How does this affect mood? Remember, mood is about audience experience. This setting allows players to experience a world where their actions have no lasting impact. How do they respond?
  • Do they take the opportunity to make things better, even briefly?
  • Do they succumb to hopelessness?
  • Or do they indulge in their worst impulses, because it ultimately doesn’t matter?

Setting Stakes: What’s at Risk?

Stakes play a role in determining the mood of a setting by defining the potential consequences of character actions. In low-stakes settings, where the outcomes of events are relatively minor or personal, the mood can range from cozy to gritty.

Low Stakes Settings: Personal... or Petty?

In a cozy setting, the low stakes create a warm and comforting atmosphere, focusing on everyday joys and small triumphs. For example, a small-town bakery where the protagonist's biggest challenge is winning a local bake-off fosters a mood of relaxation and charm.   On the other hand, low stakes in a dark and gritty setting can evoke a sense of melancholy, futility and petty vengeance. This might translate to a cyberpunk setting where the stakes are a single character’s remaining humanity, or a sword and sorcery setting where the stakes are a mercenary brutally completing a job.   The limited scope of consequences in both cozy and gritty settings allows for a deeper exploration of character and atmosphere, shaping the overall mood.

High Stakes Settings: Epic... or Apocalyptic?

In contrast, high-stakes settings, where the consequences are significant and far-reaching, often create an epic mood. In these stories, characters face monumental challenges that affect not only their personal lives but also the fate of entire worlds or civilizations. The high stakes infuse the setting with tension, urgency, and a sense of grandeur.   This might mean an epic fantasy setting where the stakes are whether or not an immortal dark lord seizes power (Lord of the Rings). Or it might be a space opera, where the stakes are the end of sentient life in the galaxy (Mass Effect). It could be a question of whether or not the cure for a civilization-ending virus might be found (The Last of Us).   These huge stakes can create an intense, awe-inspiring mood for the reader or player, where every choice is meaningful because it has the potential to shape the world - for better or worse.

A Tale of Two Moods: Grimdark vs Noblebright Settings

A setting with a bleak moral alignment and low character agency can evoke a mood of futility and gloom. In such worlds, the characters' efforts yield little to no significant impact. This is a hallmark of "grimdark" settings, where the mood is characterized by pervasive darkness and a grim outlook on the world.   In contrast to grimdark settings, noblebright settings emphasize hope and heroism, in a world where good usually triumphs. In these settings, remarkable characters inspire the common people with acts of heroism. The mood in noblebright settings is uplifting and optimistic, fostering a sense of wonder and inspiration.      
Grimdark Example:Noblebright Example:
A grimdark setting might depict a rebellion against a tyrannical regime. Despite the rebels' courage and determination, their victories are fleeting, and the regime's power remains largely unchallenged. In a noblebright world, an ancient prophecy foretells the rise of a chosen one who will defeat a looming threat to their peaceful way of life. With the guidance of wise mentors and the support of loyal friends, they confront and overcome evil forces threatening the land.

Character Agency is Punk

Note that in both these examples, conditions are very static. Whether the starting alignment is evil or good, they end in (more or less) the same place they began. In general, the “punk” in genres like cyberpunk represents rejection of the status quo. In fact, “hopepunk,” is a genre defined by a setting where the current state of things is bad, but people are working to improve things against overwhelming odds.   Genre doesn’t dictate mood, but genre conventions like this often contribute to it. As a worldbuilder, it’s up to you how often good or evil prevails, how static or dynamic that default state might be, and how personal or universal the stakes of any story will be. And all of these decisions affect the audience experience and overall mood.

Game Mechanics & Mood

Game mechanics in some tabletop RPG systems can significantly influence mood. Different games are designed to support different kinds of player experience, and that can directly impact the atmosphere. For instance:
  • In a survival horror game like Call of Cthulhu, limited resources and challenging enemies can create a constant feeling of anxiety and urgency.
  • Gameplay in Savage Worlds, often described as “fast, fun & deadly” is an indication of the mood its mechanics are designed to create.
  • A heroic adventure RPG like FATE, where the mechanics lean more towards players’ success allows for a more lighthearted mood & experience.

Setting Mood with Sensory Details & Description

Providing sensory details can help readers and players imagine themselves in your world. This includes the visual aesthetic and audio cues. In a novel, that’s accomplished through description of your setting. As a gamemaster, you can enhance your narrated descriptions with multimedia tools like ambient audio and visuals in handouts.   Description is a powerful tool when it comes to setting mood. But along with that goes a lot of decision-making about what you’re going to describe. Let’s break that down.      
The physical environment is fundamental to mood creation:Lighting influences how those environments are perceived:Color is a powerful tool for evoking emotions:Background music, sound effects, and voice acting can contribute to the emotional atmosphere:
  • Landscape and Geography: The forests, cities, swamps or wastelands.
  • Weather and Climate: Rain, fog, and storms can build tension or convey melancholy.
  • Architecture and Interiors: Grand castles or decrepit shacks, man-made environments can evoke awe or terror.
  • Bright, Natural Light: Can create a sense of safety and clarity.
  • Dim, Ambient Light: Often used to evoke mystery, danger, or intimacy.
  • Dynamic Lighting: Changes in lighting can indicate shifts in mood or narrative tone.
  • Warm Colors (reds, oranges, yellows): Often evoke warmth, comfort, or intensity.
  • Cool Colors (blues, greens, purples): Associated with serenity or melancholy.
  • Desaturated or Monochromatic Schemes: Can convey bleakness, desolation, or timelessness.
  • Music: Uplifting music can inspire, while dissonant chords can unsettle.
  • Ambient Sounds: Natural sounds (birds chirping, wind blowing) or artificial sounds (machinery, crowds) add depth to environments.
  • Sound Effects: Specific sounds, such as creaking doors or distant explosions, can enhance the atmosphere and mood.
 

Evocative Sensory Words for Mood Creation

Using sensory words can significantly enhance the mood of a setting, making it more vivid and immersive. Here is a list of evocative sensory words that can help convey different moods:      
SightSoundSmellTouchTaste
  • Gloomy: dim, shadowy, murky, overcast, misty
  • Bright: radiant, dazzling, sparkling, glistening, luminous
  • Colorful: vibrant, vivid, kaleidoscopic, chromatic, prismatic
  • Bleak: barren, desolate, stark, wintry, withered
  • Majestic: grand, towering, splendid, awe-inspiring, regal
  • Claustrophobic: cramped, confined, enclosed, narrow, oppressive
  • Eerie: whispering, creaking, howling, murmuring, rustling
  • Peaceful: serene, tranquil, gentle, harmonious, soothing
  • Chaotic: cacophonous, clashing, booming, tumultuous, jarring
  • Mysterious: hushed, muffled, echoing, distant, secretive
  • Jubilant: cheering, laughing, melodious, ringing, chiming
  • Foreboding: ominous, droning, growling, rumbling, pounding
  • Fresh: fragrant, aromatic, crisp, earthy, piney
  • Stale: musty, moldy, stagnant, sour, dank
  • Sweet: floral, honeyed, perfumed, sugary, fruity
  • Rotten: decaying, putrid, fetid, rank, foul
  • Spicy: zesty, peppery, piquant, tangy, cinnamon-scented
  • Soft: velvety, silky, plush, downy, gentle
  • Rough: gritty, abrasive, jagged, coarse, rugged
  • Cold: icy, frosty, chilling, brisk, glacial
  • Warm: balmy, toasty, heated, sun-drenched, cozy
  • Wet: damp, soggy, moist, dewy, slick
  • Dry: parched, arid, desiccated, brittle, sandy
  • Sweet: sugary, honeyed, saccharine, luscious, caramelized
  • Sour: tart, tangy, zesty, acidic, vinegary
  • Bitter: acrid, harsh, pungent, astringent, sharp
  • Salty: briny, saline, savory, piquant, seasoned
  • Spicy: fiery, peppery, piquant, zesty, tangy
  • Umami: savory, rich, meaty, brothy, earthy

Setting Mood in World Anvil

World Anvil is built to support creation of rich, evocative game and novel settings. Aren’t sure what mood you want to convey? Answering the questions in your World Meta, under the Theme tab, will help you make those decisions. You can also choose a theme with a visual aesthetic that complements the mood of your setting.  
  Our RPG Campaign Manager lets you include an image gallery, as well as audio and video embeds during your sessions. All these tools help you set the mood for your players. Create an account today to start exploring these features and more!   Mood is a vital component in worldbuilding, coloring how audiences perceive and engage with a story or game. Worldbuilders can employ a combination of narrative, visual, auditory, and gameplay elements to create a rich and immersive emotional atmosphere.  
  By carefully considering their choices, creators can build compelling settings that leave a lasting impression on readers and players.

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