Tuesday, March 27, 2018

Themes in Your Game Part 2: Using Elements

The first part of this series is HERE.

Today I want to talk about using elements to generate themes. Two major encounter types move RPG sessions: combat and role-playing. These encounters are used to great effect to push forward themes in several modules. Today, I will spotlight two: X1, Isle of Dread; and I6, Ravenloft.

Combat: X1: Isle of Dread is an easy module to use an example of. It constantly reinforces the theme odyssey (a journey to a fantastic place, far different from home).
The encounter tables for X1 are full of creatures that one would not expect in a medieval setting. Table 3, specifically, shows the odyssey theme. Let's take a look: allosaurus, ankylosaurus, brontosaurus, dimetrodon, pleisosaurus, pteranodon, stegosaurus, trachodon, triceratops, tyrannosaurus rex are all listed on this table. 10 of 22 encounters are dinosaurs, or at least prehistoric. Further dissemination of the chart shows 3 dragons (black, green and red). There are a few "mundane" encounters that one would expect in a typical medieval setting as well: giants (hill and stone), wyverns and zombies. To round out the chart there are treants, hydras, and rocs. Two of these, treants and hydras, may be considered "normal" monsters depending on your campaign. Rocs are a huge bird, which would make no ecological sense near a human settlement. As you can see from this wandering monster table, X1 does an excellent job of reinforcing the odyssey theme.
Keyed encounters also reinforce the theme. Area 12, Neanderthal Lair; Area 17, Dimetrodon Peril; and Area 24, The Sea Dragon all show the journey from normalicy to elsewhere.
As X1 is a sandbox, there is no true end point of the module. But, as noted here, it is easy to see how the theme of odyssey is reinforced time and again through the combat encounters.

Role-Playing: I6: Ravenloft is a great example of themes through role-playing. Unlike combat, the role-playing encounter type is very DM influenced. The theme of isolation is deep within the DM's mind well before actual play starts. With the "Fortunes of Ravenloft" card reading, isolation is cemented in the DM's mind.
For those of you unfamiliar with the "Fortunes" in I6, I will give a brief explanation. Using a deck of cards, particular details of the adventure are laid out. The first card gives a location of the item that players seek. The second gives modifiers to the PCs inside of Ravenloft, and the third details Strahd's goals. The possible goals are: Strahd seeks a new identity, Strahd wants to make a magical sphere of darkness, Strahd wants to win the love of Ireena Kolyana, and Strahd wants the Sunsword. Each of these reinforces isolation well before play begins.
As the game plays out, several role-playing encounters reinforce isolation. The very first encounter reads partly: "Suddenly, a hush falls over the tavern. Even the flagons of ale seem to silence themselves. The tavern door swings open. Framed by a lamp-lit fog, a form strides into the room. His heavy, booted footfalls and the jingle of his coins shatter the silence." Tracy and Laura Hickman do a great job making even the tavern scene have an air of isolation.
Another description in "Blood of the Vine" Tavern reinforces the theme. "Mindlessly, Arik cleans glasses, one after the other. Then they are all clean, he starts over." This passage gives the image of someone daydreaming, alone, even in a room full of people. The direction given by Hickman reinforces the Role Playing of isolation: "If spoken to, he takes orders for drinks in a dull, hollow voice. After serving drinks he returns to cleaning glasses. Arik ignores all questions."
Mad Mary's daughter's disappearance is another reinforcement. The burgomeister (dead, and not buried because people refuse to come near) and Ireena (The townspeople are afraid of her and avoid her) are more examples. The Church, Madam Eva, and The Carriage, all follow the theme. These types of descriptions appear again and again in Barovia. The module oozes isolation in every role-playing encounter.

Both of the modules above use their themes very well to immerse the players in a world far different from their own. In the next part of the series, Ian and I will be discussing how to use traps and puzzles within a theme.

-Rocky

Dinosaur image: https://commons.wikimedia.org/wiki/File:Mapusaurus_Rosae.jpg (see license on that page)
Bat image from public domain

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