Rules | GM Screen

<- Return to All Rules (Group by Source)
<- Return to Creating Atmosphere

All Rules in Creating Atmosphere

+ An entry marked with this has additional sections within it.

Lighting

Source Horror Adventures pg. 204
Dimming the lights can go a long way in creating a moodier environment. Shadows add an air of the unknown, and cause everyday distractions to fade away. Make sure that the players can see, though—there’s a lot of reading and page referencing in Pathfinder that GMs don’t want to turn into a chore. A room with lights on a dimmer switch works well, as does turning off overhead lighting and moving a single-bulb lamp into the room. Candles and non-electric lamps typically prove distracting and troublesome, if not outright hazardous. While rooms with natural lighting can create issues during the day, at night, the dark can make them prime game spaces.