I mentioned a little while ago how themes can play a role in
encounter design. However, theme is a rather big general concept that
applies to more than just encounters. I obviously won't be able to
cover everything, but I hope I can at least give a general idea of
what it means to consider themes as well as some quick tips.
Not Too General and Not Too Specific
First, care needs to taken to find a good theme. Something like,
“good vs. evil”, is a start but I'd say it's a bit too general to
inspire me for a campaign. Something too specific will leave the
Dungeon Master with many situations where they can't use their themes
or will require many themes (too many themes becomes too hard to
remember). When I talk about theme, I'm not talking about some rule
that has to be followed at all times by the Dungeon Master. Instead,
it is a central idea that helps inspire the Dungeon Master. For
example, “the difference between good and evil is in their
motivation”, is an example of a theme that tends to inspire. Always
been running evil liches? Well, with that theme I can have a good
lich that became a lich for noble reasons. The real strength in good
themes is that they give you a quick framework to work off of when
you improvise.
Campaigns
When I start planning a new campaign, I usually start with the
themes. As I expressed before, this generally helps with unpredicted
situations where the Dungeon Master needs to make a call, but it
still needs to be consistent with the world. However, I find it also
helps in other situation such as NPC creation and encounter design,
because it gives me a starting point. It's also important that it is
meant to help you, so if you think of a really cool encounter but it
doesn't fit into your theme, that's fine. The theme is meant to be a
tool. I typically aim for 3 good themes. For example, we could have
“good and evil are indistinguishable”, “enough money can buy
anything”, and “magic can be dangerous and unpredictable”. You
will probably end up thinking about the setting and story as you
think about the theme. That's actually a very good thing because all
of those elements should mesh together.
Combat
Encounters
Combat encounters tend to be a little more hit and miss when it comes
to themes. However, themes can still inspire combat encounters or
solutions to combat encounters. Using the themes from the “Campaigns”
section, we can decide that the party could actually hire the
mercenaries that are about to attack as bodyguards if they paid
enough. We could also decide to have a 3 way fight as all three
groups compete for the same prize but for different motivations.
Again, themes aren't a rule. They are a tool for the Dungeon Master.
Characters
Characters can fall into the more general themes we discussed. We can
also think of a theme or a single quote to help inspire us when
talking about a character. I find quotes about a character work well
for this. Something like, “ever seen a man get so angry over cold
soup that he slammed his fists onto the table and broke the table's
leg?” helps inspire and create the character and could even be
powerful enough that you can create the character with nothing else
to go by (I find having a bunch of these, along with names, ready to
go help me come up with characters on the spot). It may not encompass
the entire character (is he clever?), but it helps me as a starting
point.
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