Drammattex
First Post
It seems I'm permanently banned from giving Scribble XP. Which is probably a good thing. Don't want him going epic and getting godlike powers.
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I do, yes, by the choices the players and their characters make; as those choices are predicated to some extent by the game's rewards system and the setting, I think the themes of a particular campaign emerge from the synergy of those three elements.Eh... I would argue there is almost always a unifying theme that the other build towards. . . . Aside from that- do they include them, do you think just by default? The "Organic" mode?
To the extent that the players agree to play a particular game in a particular setting, they are tacitly building toward certain themes.I guess I'm wondering what would happen if people focused on them from the start.
No, because that's not what I'm looking for from playing a roleplaying game. What I enjoy about roleplaying games is what makes them different from storytelling media like books or movies.Have you tried the other way?
Isn't that true with all aspects of the game though? As a DM I can set up an adventure, but ultimately it's up to the players if they want to partake.
I guess I' missing why if say the DM sets up the plot, Takhasis is trying to take over the world, and the players buy in with characters built around that adventure path, the DM can't also set up some themes that the players can also draw on?
Two things:
1) If the players decide to not go on a particular adventure, I have to improvise a single session's worth of material to cover the gap until I can find out where they really want to go, and prepare for that, specifically. If the players bomb out on an entire theme, that impacts all my future work.
Basically, for both the GM and the player, a campaign theme is a larger commitment than a single adventure.
When you are pitching a long-term plot, the themes are usually implied anyway, because long-term plot usually indicates genre, and genre typically implies themes.
Which, I think, just goes to suggest that if you want to run a particular theme, find a genre that does that theme well, and pitch that to the players. It would probably be more intuitive to most players, and avoid having to go into a discussion of what you mean by including "literary themes" in the game, and what that implies for play.
I've just found when GMs try to control things like the pacing, try to frame things like a story, my character tends to become less important. I feel like I am there as a prop in the GMs story. By all means borrow cool elements from stories. You can take tropes, flavor, etc without railroading. I would just prefer the story emerge naturally during play.
What are your thoughts overall on the idea of story in gaming?
My examples aren't necessarily any good. What I see is that as a GM, I might manipulate things so it makes more sense or keeps the fun up. And that's different than manipulating things to achieve some sort of narrative objective of the GM's.