D&D 5E How To Run A Themed Game

Zardnaar

Legend
D&D is kind of a sandbox game and part of that sandox is ironically to run a themed game. A themed game is generally a campaign where the assumptions of the PHB D&D (pseudo European 14th-16th century game with magic) can drastically differ. This reached an apex in 2E where the various game worlds were exactly that along with various books allowing you to pull various levers to adjust things like the technology and magic rates through to rewriting the PHB in Darksun.

Most of the D&Ds have had this to various degrees with either campaign settings (, Dragonlance, Darksun, Eberron) or splat books (Oriental Adventures, Frostburn, Sandstorm).

Generally if you run a themed game the key aspect of that theme should be the focus of the game. You can move away from that theme a little bit as the game progresses but it should always be there in the back ground. Also any potential players should be made aware of what type of game you are running and the expectations of it, then they have the option of playing or not. Some of the themed games I have run over the years.

Evil
The PCs are all evil or at least most of them.

Drow. The PCs are all Drow or can conceivably exist in their world.

Class. The PCs are all wizards, rogues, fighters etc. This was suggested in the 2E Complete series of books and we did the all wizard thing. Level 19 Archmages can die to Troll Shaman as it turns out.

Settings Distinct From PHB D&D (Darksun, Spelljammer, Eberron etc).

Low Magic.

Ultimate Sandbox . Anything goes if it exists in a book you can probably use it (except some of the more broken stuff).

If you change the defaults to much the players might want to know why. This is the exploration side of D&D. The Prism Pentad series for Dark Sun for example reveal the worlds history which was not included in the boxed set.

The following list are some of the moe popular themes that have turned up in various D&D books over the years.

Low Magic
I thought I would cover this one 1st. Due to Game of Thrones being so big. There are a variety of ways of covering it. The expectation is magic is rare, hard, dangerous or unavailable. This is kind of hard in 5E since there are only 5 or 6 archetypes that do not use magic. There are a variety of ways to handle this.

1. Magic using classes are unavailable. Magic just doesn't work or something like the magic initiate feat is about all that is available.

2. Restrictions placed on magic using classes. The way I did it in 3E was you could only multiclass into those classes and you had to find an instructor. Those classes were hunted and you had to find a mentor. Or you can only take 5 levels total in magic using classes. Jedi in the imperial era are a good example. The force still works, good luck finding a teacher (PCs generally do).

3. Add rules restricting magic for whatever reason. The Historical series and Spells and Magic in 2E had rules for this. Perhaps only low level spells work or high level ones are miracles or they are gifts from the gods/outer planar beings and they exact a toll. 2E Birthright and Darksun tweaked magic slightly, optional rules existed to go further.

It depends on how much work you want to put into it. Generally you run less encounters and dungeon hack adventures. Magical healing is not needed as much with less combat or exploration type game. 95% of a soldiers life IRL even during war is quiet.

Oriental Adventures

This theme can go 1 of 2 ways. Either things like Samurai are a bit more historical (Fighter with Noble background) or crouching Tiger Hidden Dragon. Some D&D classes are already Crouching Tiger Hidden Dragon so most games like this are often somewhere in the middle. 5E leans towards refluffing eg a katana is just a long sword, a Ninja is just a shadow monk, Yakuza is just a thieves guild.

Magitech

Magitech has been supported by official D&D settings. Eberron is the most prominent example, Spelljammer arguably is another. The expectation often is magic is used to duplicate 19th-21st century levels of technology. You may not have a magical 747 but something like a flying ship or Zepplin will exist. Some setting might have a touch of this such as an area that has it while the campaign world at large does not (Golarion, Mystara, city of Zobeck in the Midgar/Southland settings).

Varied Tech Level.

More often than not this means guns so the tech level is more the 17th century PHB D&D with guns. Advanced firearms (19th century+) may also exist. Going the other way the setting is more stone age with limited weapon options or inferior materials. Even things like lasers can be used but they are normally limited to a specific location (crashed space ship in the barrier peaks) or are functionally wands as you can't replenish the ammo supply (set in a post apocalyptic world). Recent settings I have run have included WW1 era rifles as a simple weapon but you can't buy them or the ammo on the open market.

Environmental
Darksun did this combined with stone age weapons. Sandstorm and Frostburn are other examples in 3.5.


These are probably the main ones. In general I like it when a setting or DM runs a themed game. I am also fine if it is a bit goofy on occasion (Dragonborn/Tiefling/Lizardmen pirates with six shooters). Generally I do not like anything goes sand box games as I find those games tend to collapse as you end up with whole parties of funny suit type PCs where the players enjoy annoying each other and the anything goes nature of the setting tends to bleed over into the campaign. If everything is different/weird then nothing is special. For example a reptile world game where Dragonborn, Lizard Men and Yuan Ti replacing Elves/Humans/Dwarves is better than IMHO than just adding them to a regular game. Once you head north of around a dozen races and classes (maybe 15 classes),whatever those races and classes are a campaign starts becoming less interesting. Its like a hamburger a basic beef+cheese burger works (add bacon, egg, pineapple perhaps), a beef, chicken+fish burger not so much. Some flavors add to the experience, others detract from it.
 
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One of the themes I'm running is aquatic and pirates, based on the 3.5 book Stormwrack. The players are pirates, and sailing and exploration of a large sandbox world are the primary activities. The setting also includes firearms and cannons (which oddly are not in Stormwrack at all). I try to also keep the aquatic theme in mind when picking monsters and designing dungeons. Every dungeon must utilize water in some unique way.
 

One of the themes I'm running is aquatic and pirates, based on the 3.5 book Stormwrack. The players are pirates, and sailing and exploration of a large sandbox world are the primary activities. The setting also includes firearms and cannons (which oddly are not in Stormwrack at all). I try to also keep the aquatic theme in mind when picking monsters and designing dungeons. Every dungeon must utilize water in some unique way.


Clever idea, I ran something similar in 3E. Ended up adding Stormwrack to the Seafarers Handbook which had some ok vehicle based combat rules. I allowed the Stormwrack races and PrC's.

I asked she who must be obeyed about a Reptile World game (halflings become Kobolds, lizardmen,lizard folk, Dragonborn, Dragonkin, Sahuagin) and she was not keen lol.
 
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I would point out that a lot if themed games are merely the default rules ran with a certain tone from the DM, with players rolling fitting characters. For example, with an espionage game? Probably not the best place to play lawful good unbendingly zealous paladin, or a whole party of lawful dogooders, unless the party is fine with the consequences. A noir detective game is similar to espionage.

There is also a heroic fantasy or heroes' tale in the classical sense. The former is more the default rules, but requires a party to *actually* be heroic. For example, imagine star wars if Han solo had randomly left and never came back in A New Hope. Now imagine a whole party of murder hobos trying to all be Han Solo and no one willing to be the goodie protagonist Luke who actually follows the plot?

A heroes' classical tale, for example, runs with the assumption that each character is badass, but has one HUGE flaw that leads to their downfall or at least a number of problems. Players in that sort of game have to follow that idea.

A knight's tale or soldiers tale tends to not work if no one wishes to do mass combat or everyone wants to be a wizard or dishonorable.

The point is I find often the best thing to run a game isn't tweaking or changing rules, but merely the DM and Players communicating. Tell each other what sort of story the game should be and what you each *want* to run, and try not to roll characters that just don't fit the genre. One out of fish character is great and can even help a narrative. For example, I've a cleric of Thor in my Curse of Strahd game that is sometimes borderline silly in a Gothic Horror, but would be perfectly fine in a heroes' tale, while the rest of the party would be that "weird gloomy guy" in any other genre. It's about the party finding what works.

Also, in regards to low magic games, as I see this so often. The game doesn't really need to have its rules changed all the much, or classes removed. I can see a case for wizards and sorcerers getting the axe, but every other class can very easily be explained as low magic. Ranger is just a healing potus/traps/etc. sort of guy for his spells. Aragorn is a shining example of this (albeit he could also make a hell of an Ancients Paladin Outlander). Bards, Paladins and clerics can also be aimilarly, and often tend to be the type to fit low magic games anyway. Even Game of Thrones has druids, clerics and witches, they are just rare, and Danerys is just a ranger or druid Noble with OP pets. Bran is a druid, Arya an arcane trickster, and if Jon Snow isn't a beast master ranger, then I apparently no nothing! The trick is to work with the DM to find ways to explain the magic through roleplaying and not be so caught up in the mechanics.
 

My two favorite themes are the Gothic Horror team, in 5E represented by Curse of Strahd; and the Steampunk theme, for which EN Publishing just releases the first adventure for the Zeitgeist AP.
 

When I run CoS I'm going to insist that all player characters are human and there will be a limited number of classes from which to choose in order to support the thematic feel.

I'll also replace monsters I feel are thematically inappropriate (the shambling mound in death house will become a flesh golem instead for example).
 

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