The term I’ve started using to describe When the Moon Hangs Low is ‘gothic action’, but what does that mean?
I arrived at the term after one of my proofreaders questioned whether ‘gothic horror’ was really a good fit for the game. In traditional gothic horror there is a certain futility to fighting the forces of darkness: the heroes are often helpless in the face of the supernatural. While they might sometimes learn enough secret lore to take the fight to the enemy, by and large it is a genre of weak protagonists versus powerful antagonists. Running away or cowering in fear are entirely reasonable courses of action.
In When the Moon Hangs Low the player characters are possessed of some powerful abilities and a certain measure of grim resolve. When faced with the forces of darkness they are able to hold their own and, while they may get covered in blood and gain injuries in the process, they are capable of defeating their opponents through guile or strength of arms. This is where the ‘action’ comes in.
The ‘gothic’ part of the name comes from the same source as it does in gothic horror; from the overbearing, brooding architecture of the gothic revival period. Such architecture is everywhere in Harrowmire, with its soaring towers, leering gargoyles, rambling streets and ever present darkness. In addition, elements of suspense, mystery and human frailty (all common themes in traditional gothic horror) are found in the setting, and are themes I hope would feature in many games as well.