Sunday, March 4, 2018

Themes in your game Part 1: Overview

Hi, everyone. Rocky here. I mention themes often when talking about running RPGs. Today, I will take some time to explain what I mean and why they are important to the game.

First, I should define "themes." The second definition from Dictionary.com states it well: "a unifying or dominant idea, motif, etc., as in a work of art." A unifying idea is powerful when playing role-playing games. It makes the story more immersive and action stronger.

Sometimes themes find themselves without direction from the GM. I mention isolation and loneliness a lot as common themes. These themes often come to the forefront when playing in a megadungeon or far from civilization. The GM doesn't have to do much other than separate the group from civilization.

Other times, the GM will want to interweave a theme into the game. Most themes need a push to find their way into a game. For example, Lost Love is a common theme in literature. Without having love interests and threads written out, the theme cannot be touched in the game.

Here is a list of themes that I use in games, with a well known module as an example:

Isolation/Loneliness: As I have mentioned, this theme lives on its own within most games.
     Module: Ravenloft
Odyssey: A journey to a fantastic place, searching for wealth/power/fame.
     Module: Isle of Dread
Weirdness/Gonzo: The world is different away from home.
     Module: Expedition to the Barrier Peaks
Seasons/Time: Time moves forward, and things can never be the same.
     Module: Ravager of Time
Discord: Enemies want to destroy what the goodly people have, usually through subversion.
     Module: The Village of Hommlet
Good vs Evil: This theme is self-explanatory and can be seen time and again.
     Module: Keep on the Borderlands

Often, themes become entangled. Some modules mash two or more themes together. EX1 Dungeonland, and EX2 the Land Beyond the Magic Mirror, in particular use several themes to great effect. Odyssey, Gonzo, and Isolation can all be seen as themes running through those modules.

Most megadungeons, including Mord Mar, use themes. For example, hatred is a theme that runs through the "To the Citadel" series. Specifically, hatred for the goblins from Var Nae drives the module forward. Other levels have different themes. The Gravid Mother's level uses the themes of disgust and helplessness.

As I continue through this series, we will look at examples of how traps and puzzles highlight themes. We will discuss how monster choice can reinforce themes. We will talk about the environment pushing themes. Look for the next blog sometime after GaryCon!

Rat vs Knight: (C)2006 Bradley K McDevitt
Treant Aritst: Jae Young

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