Theme as an Adventure Tool
Last time we talked about Theme, verses the modern story-lines that one finds in more current products. It is my opinion that providing just a theme creates a more usable product, but what is a theme? The answer to this question is simple, at least in theory.
The primary element of a theme is setting. Now, I’m not talking a setting such as World of Greyhawk, Dark Sun, or Forgotten Realms, but a smaller setting. A genre, a relationship between a set number of settings that pulls them all together. This theme can be extended to a permanent thing, but it can be a one-time thing too. A PC character such as Van Helsing, for example would carry a theme of hunting undead where they can be found. Darkness would be the theme. Abandoned places, rotten areas which have been left to time.
A setting is just that, a place or area where the adventures take place. In the mountains, in the city, at sea, underground, or wherever. Of course the other factor in a theme is whatever.
A theme has a specific type of monster palate. Monsters which fit a profile and enhance the theme, perhaps they give hints at what is behind the central mystery at hand, or perhaps they are just the type of humanoid that a boss prefers to work with and can better control?
The monster palate, like an artists color palate, should be appropriate to the theme. They compliment the theme and enhance it. They bring it to life, but in a way that is independent of any story, they are in the key encounters, and the random encounters, not to mention in the written encounters which you create. It should make sense that the monsters be there, if it doesn’t, then there is a mysterious reason why they are where they don’t belong which the DM must be aware of, as this is a big part of the theme.
The reason for being someplace is also defined, if not by the players, then by the DM because that is what he prepared for. A trip someplace which completes the theme, hunting a ghost requires the players to hunt for the location and once they find it, THAT is the finale, exploring the haunted castle, and the theme reaches its climax once the players confront the ghost and a “hopefully” epic battle.
That is the brilliant side of classic modules, they supply the setting, the monster palate, and the locations which the DM can use as a base to which he can add or subtract what he wants. Because they aren’t defined by limitations, or the false belief that all players are just going to cooperate with a specific story, they will have to cooperate with what you have planed, at least the big stuff! Such as finding the abandoned mine, the pirate cove, the windmill, or whatever. This final setting should be the ultimate completion of the theme, and once it is over, then a new theme begins, the PC’s move on or find some other theme within the area that peeks their interest.
A good definition of theme at work is with Batman. Everybody knows who Batman is, and there is a definite theme involved in everything that he does. You have Gotham City, a dark and industrial wasteland of crime and violence. The police force is corrupt, yet key members are tough, smart, and dedicated. This reflects Batman too, this is who he is. His villains define him as well. From Scarecrow who, like Batman, uses fear as a weapon, right up to Joker who is Batman’s polar opposite, yet his blood brother at the same time. Of course we don’t want to center our theme too closely around a specific player character to many times, we can create the perfect world in which our villains can thrive and grow. Every aspect of what the players see will, unknowingly, express some reflection of who, or what they are chasing, and what is chasing them.
Wrapping a theme around a PC character shouldn’t be avoided either. Once in a while it is good to remind the players that they shine, and have other goals besides just being adventurers. Taking small periods of time to help the characters learn more about his or her Priesthood, Thieves Guild, or what have you. Paladins require a specific life-style and provide wonderful challenges that are unique to their class, don’t avoid these subjects, embrace them! A set story-line doesn’t care who the party is, and that right there defies a major law of Encounters. A good theme should hook at least one of the Player Characters directly, but care must be given as if you focus too much on one player, then the others will feel like they are NPCs out on some romp in the woods which doesn’t involve them, and they are right! Don’t play favorites! But don’t ignore your players either. They should be the focus, and everyone in the group should have some opportunity to shine. You as the DM need to be aware of any goals or motivations which the player might have set for his character, and do your best to give the player all of the tools and space that they need to get what they want done, done. They are the real writers of this thing, not you or some professional writer whose out to make a buck and a name for himself.
This approach to gaming, unfortunately, requires talent to do and do well. The DM must know what he is doing, and how to create drama. He must know how to use timing in his favor and how to allow a mystery to unfold before him in an interesting way. He has to know when and how to turn the screws to increase or decrease tension as he sees fit. This can’t be taught, this requires experience and a natural ability to be a storyteller . . . but I just said that story is bad didn’t I? Not at all, I said that providing a theme is better then relying on a story. We are telling the story in a very open way through our theme.
We still need to develop and describe what the players see, hear, smell, and feel. THAT is our story. The lives of NPCs who may be living or long since dead, that is our story. How the game develops and where it truly ends up, well, that is the Players story, & we have to have the courage and trust in our players to get that done, but on their terms, not yours.
That, I believe leads to thrilling games. I’m not sure that one should totally sandbox something. I’m not quite that laid back and creative of a player, a theme helps us shrink down the scale of a game and make it more manageable. Extremes of anything is no good, if we give them too many options then they might not know what to do. A theme is just restrictive enough to allow the players to provide all of the input, it keeps them from feeling like they are trying to search for a needle in a haystack, but at the same time you can write a theme in a way where you’ll be prepared for the players to come up with brilliant ideas or to fall on their face as they see fit.
I don’t think that you can get TRUE encounters out of a story driven plot, and I think that that is the direction where we should all be heading to. That is were the real gold and guts of why we play D&D is found. It isn’t about rolling dice, but about exploring, and when exploring we have to have walls to keep things worth exploring inside. The theme provides this in a less restrictive way then story does. It allows more options then you’ll ever get by even the most brilliant computers, an interaction between character and setting which can only be found by having a human mind behind the DM screen. A story that constantly changes depending on the actions of the players, not in spite of them. Yes, the players will still find themselves exploring the spooky castle they know darn well is haunted by a murderous ghost, and yes they will be there because that is what we prepped for them that week, but how they got there will be different and probably a better story in its own right then anything that we could ever imagine or concoct on our own.
Pick up a classic mod and look it over, is it really without an ending? Or does it go someplace that maybe you just aren’t seeing yet? I think our brains want this, but on the surface, they look prehistoric and incomplete, when they are truly just vehicles waiting for you and your group to finish them and polish them in an honest-to-god mutually told story. These seemingly simple sketches have a potential to go into a direction that nobody has ever gone before, that is their gift, and in my opinion, that is what makes them superior products to anything else on the market. Is this old-school, or new-school? Who cares, but this should be the direction that we’ve always been going, but I think that the folks who depend upon this stuff to put bread on the table don’t want you to know about it because once you figure out this code, and this style, then they are afraid that you won’t have any need for their products anymore. They try to dazzle you with show, but you didn’t really pay for the show . . . you paid for a tool but instead you get something that kills creativity. Should we be angry? Maybe, but I think that there will always be a demand for simple tools. Once the companies understand the medium, instead of trying to force a round peg in a square hole with a hammer, they can begin creating the products that everyone finds useful again.
Wednesday, June 03, 2009
|
Labels:
encounters,
monsters,
NPC's,
rants
|
- campaign ideas
- NPC's
- combat
- Miscellany
- encounters
- rants
- Ripper's Gaming Sessions
- monsters
- money and equipment
- Reviews
- pc classes
- magic
- Proficiencies
- Treasure
- Time and Movement
- Sunday Supplemental
- experience
- campaign add-ins
- Alignment
- races
- Mechanic Series
- vision and light
- Ability Scores
- wizard spells
- Supplemental
- priest spells
My Blog List
-
All the holidays, all the prices ... (and some news!) - *The short of it is: all my games are on the cheap from now on until January. It is the season, after all. And while I'm here, I might as well talk a bit...1 day ago
-
The Great North - Visual Delights - In the background, quietly, as my Yoon-Suin 2nd edition projects nears final fulfilment, work has been going on in relation to The Great North. Behold, s...3 days ago
-
25 Years Ago I Posted My Wish List For D&D. How’s it Going? - At Gen Con in 1999 Wizards of the Coast revealed plans for a third edition of Dungeons & Dragons, scheduled for release in 2000. The upcoming release would...4 days ago
-
-
Star Trek Video Games With Mat Bradley-Tschirgi – Episode 280 – 10/23/2024 - Shane Plays Geek Talk Episode #280 – 10/23/2024 Star Trek Video Games: An Unofficial Guide to the Final Frontier with author Mat Bradley-Tschirgi. There ...4 weeks ago
-
Modena Play che trasloca a Bologna e i Settembre dell'Innocenza (Stand by me) - *"Non riuscirò mai ad andarmene da questo posto, vero Gordie?"* *"Puoi fare tutto, basta volerlo."* *(Stand by me - Ricordo di un'estate)* Salve a Tutti, ...1 month ago
-
The Mystery of the First Blackmoor Map - In this POST from a few years ago, I was concerned with the issue of scale and distance in Blackmoor in the course of which I attempted to determine the...2 months ago
-
Grimdark vs. Eucatastrophe - Noisms has some interesting ideas in this post about his desire for some depth to his grimdark, and turns to Gene Wolfe and Tolkien for relief. Now, it ...5 months ago
-
Attronarch's Athenaeum - Over at the forum El Borak mentioned Attronarch in his thread Hirelings, loyalty, and morale which you should take a look at. Attronarch has a website Att...8 months ago
-
Last move - to self-hosting! - As my vote regarding Substack in the “marketplace of ideas”, I’m moving to self-hosting. I’m now at (and hopefully staying for a long time at) Blog: ht...10 months ago
-
Sex-Crazed Falling Stars, Free Weather Magic, and Adventures: News of the Hill Cantons - *Grandma Gaya, the Rav-Witch of High Kezmarok*, seeks the stout of limb and humble of mind in the *obtaining of fallen stars* from an upcoming prophesied ...10 months ago
-
Thanks for your comments, friends! - Dear friends and followers of the blog, Thanks for all your comments over the years. When Google+ opened, I decided to jump on board. Everything got coupl...1 year ago
-
GUARDIANS OSR Superhero RPG- DC Heroics House Rules - It's been a rough year with sickness. But here I am. Let's go. Guardians is a fun little game from Night Owl Workshop games. They have a lot of fun OS...1 year ago
-
Coming Fast! 50th Anniversary of OD&D January 2024 (OGL comments) (& how Wizbro is stupid) - The 50th Anniversary, the 50th Birthday of OD&D is approaching and will be here in January 2024. Wizards of the Coast, instead of preparing for something s...1 year ago
-
Original Dungeons & Dragons Has Its 50th Anniversary In January 2024 (Feb 2023) - The countdown to the 50th Anniversary of the Original Dungeons and Dragons in January 2024 continues. Give the drama with Wizards during January 2023, it...1 year ago
-
I'm In!! The monthly posting challenge leadup to the 50th Anniversary of OD&D in 2024 - I am inspired by this post found here, to be part of the monthly posting during 2023 and 2024 to highlight the 50th Anniversary of OD&D. We were challeng...1 year ago
-
It's been a decade, now... - This is a tough time of year for me. So, with your indulgence, here's this link to a post I did a decade ago... EDIT: I have no idea why it didn't take. S...2 years ago
-
This Blog is now on Indefinite Hiatus - Greetings, I haven’t been able to post except sporadically for a while. I just found out I will need to find a new place to live within the next few months...3 years ago
-
Ind of the Year - The Colors of Magic - On December 1st, there will be a nice bundle of small, indie itch RPGs from around the world called the *Ind of the Year Bundle 2020* that includes *The Co...3 years ago
-
Be The DM, 1 - OK, I've run plenty of games and I've talked with and read the thoughts of many other DM's. One thing is certain; No two DM's are the same. I have seen ...4 years ago
-
The Crowning of King Harold - Here is a spooky story that comes from my latest novel, Lions Red and Gold, available now in digital and dead tree only on Amazon. I post it here in ho...4 years ago
-
MIDLANDS CHARACTER GENERATION - Character development (of Player via imagined formative experiences) in my dog in DMing. Placyer character development is a huge part of my sandbox. I use ...4 years ago
-
Lake Geneva Original RPG Campaign: Merlynd the Magician: A Remembrance of Don Kaye, ... - Lake Geneva Original RPG Campaign: Merlynd the Magician: A Remembrance of Don Kaye, ...: LINK to Description and Ordering: https://www.tlbgames.com/colle...4 years ago
-
Character Concepts: Planescape pt 3 - Part 1 Part 2 Continuing my series on oddball Planescape Faction Personalities... Harmonium Sidby the Stick (LG/halfling/fighter) - Sidby's a good enough b...5 years ago
-
D&D Sling Damage vs. Large Targets - In many early editions of D&D, weapons were assigned two damage values: one for small/medium targets (i.e. man-sized) and one for large targets (giants and...5 years ago
-
Announcing the Contest Winner! (Plus Some Interesting US Coin Facts) - The third semi-annual Save Versus All Wands contest - What is the Value of this Coin Hoard - is over. $1,000 was the winning guess, only a bit below the ...6 years ago
Statcounter
Contact me at Ripx187@gmail.com
Search This Blog
Blog Archive
-
►
2018
(5)
- ► October 2018 (1)
- ► September 2018 (1)
- ► April 2018 (1)
- ► February 2018 (1)
- ► January 2018 (1)
-
►
2017
(39)
- ► November 2017 (1)
- ► September 2017 (3)
- ► August 2017 (2)
- ► April 2017 (6)
- ► March 2017 (5)
- ► February 2017 (5)
- ► January 2017 (4)
-
►
2016
(58)
- ► December 2016 (4)
- ► November 2016 (6)
- ► October 2016 (5)
- ► September 2016 (4)
- ► August 2016 (4)
- ► April 2016 (4)
- ► March 2016 (4)
- ► February 2016 (4)
- ► January 2016 (7)
-
►
2015
(24)
- ► December 2015 (6)
- ► November 2015 (7)
- ► October 2015 (7)
- ► September 2015 (4)
-
►
2010
(14)
- ► March 2010 (5)
- ► February 2010 (5)
- ► January 2010 (4)
-
▼
2009
(123)
- ► December 2009 (3)
- ► November 2009 (4)
- ► October 2009 (6)
- ► September 2009 (4)
- ► August 2009 (13)
-
▼
June 2009
(16)
- Natural Conflict
- Two New Non-Weapon Proficiencies
- Blog Carnival: STEAMPUNK & KLOKWERKS
- Repost: Thiefing Skills Theory
- Random Bad Habit Generator
- REPOST: Tavern: Gamings Most Tired Cliche
- REPOST: Rewards vs. Gifts
- REPOST: Making Monsters Monsterous
- REPOST: Random Event Generator
- REPOST: Making Alignments Functional
- REPOST: Barroom Brawling 101
- REPOST: Making the most of Modules
- Monster: Assassin Blade
- Guide to Intelligent Weapons
- Theme as an Adventure Tool
- Story vs. Theme
- ► April 2009 (15)
- ► March 2009 (14)
- ► February 2009 (5)
- ► January 2009 (10)
-
►
2008
(73)
- ► December 2008 (3)
- ► November 2008 (4)
- ► October 2008 (5)
- ► September 2008 (4)
- ► August 2008 (4)
- ► April 2008 (18)
- ► March 2008 (5)
0 comments:
Post a Comment