Mood
Mood is the one piece of character state that moves during play. A
person starts with mood <word> on the create line and changes with
change mood to <word>, which is an ordinary statement and can sit in
any row body. The built-in moods are calm, content, cheerful,
nervous, anxious, panicked, angry, furious, sad, grieving,
suspicious, confused, and resigned.
A story that wants its own shade declares one against an existing mood
with define mood <new> like <existing>, optionally narrowed by a
modifier: restless, stiller, darker, or brighter. The new word
behaves like the mood it derives from — so define mood fearful like anxious, but darker gives you a word that reads as your story's own
while still selecting everywhere anxious would.
Mood is read, not obeyed. Rows can condition on it (when it is anxious), Manner
colors delivery by it, and
Initiative can
refine an occasion by it. Do not use mood to model a lasting trait — a
person who is permanently short-tempered wants a personality word, since
mood is the thing a scene is expected to move.
define mood composed like calm
define mood fearful like anxious, but darker
create Jonas Reed
a person, proper
mood anxious
define topics for Jonas Reed
about "the vault":
change mood to fearful
phrase jonas-on-the-vault
end topics