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Do your campaigns have a theme?

This week I am extending the concept of "what our gaming says about us" to the GM chair. I came to some interesting insights about what is most important to me and how it extends into all areas of my life.

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A couple weeks ago, I did a column about our favorite characters and what they say about us as gamers and people. I noted several of the comments indicated the poster was primarily a GM and didn’t have a huge selection of characters from which to choose a favorite. Although I’ve been fortunate to have played in some really excellent campaigns over the years, I seem to find myself in the GM chair more often than not. So I could easily identify with those comments.

It got me thinking about the other side of that coin; how we design and run campaigns says at least as much about us as our characters do. After all, the GM gets to run dozens or hundreds of characters over the course of a campaign, to say nothing of the way we do plot arcs, adventure hooks, encounter design, and other aspects of campaign planning.

Back in the day, I cut my teeth running games the way I suspect most of us did in our early years: Haphazardly. Frequently with mixed results and including an occasional disaster. But there was some good stuff mixed in there too, like the time one player was able to sacrifice his angsty, cursed character to destroy the evil demigod the PCs faced thanks to some subtle plot hooks I’d planted dozens of sessions earlier. I was mostly feeling my way in the dark and having a grand old time doing it.

I’ve said before one of the biggest breakthroughs in my understanding of GMing was when I read Robin Laws’ Laws of Good Gamemastering--particularly digesting the concept of “player types” and how they get their “emotional kick.” It includes the concept that the GM also has a player type, and it pervades the campaign in ways much larger than that of the other players. This is something you’ve gotta keep an eye on so you don’t let your own preferences run roughshod over those of the other players.

Luckily for me, my own play style meshes pretty well with that of my players. At heart I’m a Strategist, which means I carefully consider my choices and want them to matter. This runs all through the way I design my campaigns these days. It goes something like this...

I start with a setting concept I think is really cool, usually one which has physical elements that set a certain tone. My last few campaign settings were Fallout (like the computer game) in Florida, a Gothic Horror Fantasy where Darkness was eating the world, a planet blanketed in poisonous “Mist” out of which only a few tall plateaus jutted, and Pirates of the Caribbean set in the Warhammer world. These have each provided a rich backdrop, teeming with ideas.

Once the players have bought into the campaign setting, they make characters and tell me about them. This also sets into motion more ideas about how to tie these into the setting, particularly the various power groups and their agendas. How the PCs interact with those elements typically makes up the bulk of the campaign. But first I throw them into a fairly tightly bound, almost railroady start.

Although I am all about the players being able to make meaningful choices, past experience has shown, at least for the first few sessions, our games need direction and momentum. The players want to see key features of the setting showcased while they bind together as a party. Later on they can focus on individual goals. But if those are the focus at the start, it tends to pull the group apart. Instead, I do my best to create an adventure which provides a common cause. And I’m not above saying, “You each need to come up with a reason to do this first thing.”

Once they’ve made it through the perils of the first adventure and settled into their characters a bit, I cast open the campaign world for them to explore as they like. Certainly there are likely to be paths that seem obvious from the outcome of the first adventure, but I’m also throwing out lots of hints, rumors, and plot hooks from other directions. You never know which they’ll bite on and which they will leave dangling. This is when those meaningful choices start to shape the remainder of the campaign.

My resolve about this was put to the test and crystallized how important choice is for me. It was during my Pirates of the Caribbean game when the PCs had been loaned a ship and tasked with sailing to Tortuga and recovering a treasure map thought to be buried in the (haunted) cemetery there. Their reward was to be the ship they had been loaned, which would then allow them to pursue the treasure on the map for their patron. I had already laid out the “dungeon” representing the Crypts of Tortuga, drawn the treasure map, and begun figuring out encounters along the dotted line leading to the big, red X. Only they never went on that adventure at all.

In what I thought would be a tense negotiation on the way into the harbor at Tortuga, they instead decided to defy and then battle an Imperial sloop. Some bold leadership and a few lucky dice rolls later, they had taken the Imperial ship as a prize, sailing into Tortuga with two ships instead of one. They had a short, spirited discussion about their new acquisition and decided they didn’t need to complete the treasure map mission to gain a ship now that they had one of their own. Instead, they sent the loaner ship back to Port Royal with a missive saying, essentially, “Thanks but no thanks.” They never set foot in the crypts, nor found the treasure map.

This incident really put my philosophy to the test. I’m pretty sure I could have persuaded them to “go on the adventure,” but that’s not how I roll. Instead I learned not to plan so far ahead because things can change and those carefully laid plans won’t survive contact with the players. The best way to stay open to the players choices is not to be too committed to any one outcome.

When I was thinking about my style as a GM and what it said about me, it was easy to see meaningful choices is a concept I hold dear in the rest of my life beyond gaming. I like feeling I have options, and I think my choices will have a significant impact on the course of my future. I also think it’s better to keep my long term goals in mind but not be too rigid in how I get there. Keep it loose. Keep it fun. Keep it moving.

Are your philosophies about life reflected in your GMing style? Is the way you plan your life similar to how you lay out the course of a campaign?
 

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The extent that my life experiences affects my campaign choices has been limited to the fact that I move every three to four years to a new place. When this has happened, I search for and collect together a new group of gamers, sometimes brand spanking new ones. Early on, I had no real link to my games, it was the brand new shiny adventure published that caught my eye, but after a certain one had become published in the early 90s, I latched onto it and expanded my initial campaign from there. I am a huge fan of the forgotten realms world, which allowed me to concentrate the memorization of my background knowledge so it was easily on the tip of my tongue when the need arose. From there, I simply shoehorned in additional material and options. For example, once I gained a copy of Rappan Athuk, the entrances were added to the map of the local region and it was always a "side quest" choice for the players. The mainstream items I had added, however, all complied with a central theme, well, two actually (spoiler): kidnapping and the underdark. Some of the theme related events happen to become red herrings, so it could become easy for the players to get confused or side tracked. Unfortunately, I have yet to stay in one place to see the entire campaign wrap up, so at the higher levels, things would probably become more clear about the real main idea that had lasted throughout the entire campaign.
 

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Nearly all of my Storyhoured campaigns over lap in some manner. True heroes and their activities should affect the surrounding area in way other groups would notice. Some have reoccurring NPCs (Kim Elderitch, Sir John) or villians (Face of the False Moon Mistress Muy Monstrous) and so on.
 

Theme, yes, but not necessarily related to my world views, and definitely not related to how I pln my life for i don't plan my life at all :)
 

I've never been able to work a long-term theme into a campaign. I've tried, but my players resist. I just go with the flow, making each adventure tie to the one before it in some way, and we end up with something we call a "story". Frex, my best campaign in a while was one in which the PCs started out in village/town A, explored a dungeon for a while, then got involved in a "bad baron"'s political plans, and ultimately killed him and disposed of the body. I thought they'd then help his lady wife get her very young son protection from the baron's friends, so he could eventually rule, but instead, we went off on a tangent involving a pregnant girl and her missing husband... then they did a bunch of cross-country travel, ducked out on a chance to help a transformed prince break the curse he was under, and ended up the game after the PCs went back to dungeon-delving and got filthy rich! The campaign lasted about 2 years real-time, and was loads of fun even though it changed course radically 3 different times. And it definitely made an impact on the campaign world; they helped a bunch of kobolds become functional members of a community, discovered a dungeon with a myriad of gates in it that MAY become a transit center in the world, and once again failed to eliminate a villain who thus has a chance to consolidate his power in the kingdom.

Oh, and I do think this reflects my thinking about life; you can plan all you want, but life itself will throw you for loops, and you'd better be ready to change direction, no matter how much confusion or grief or whatever it causes!
 

way back when I was in college (20 years? YIKES), I was running a 2nd ed Spelljammer game. Tweeking that world to 4th ed, with the multiple world-changing disasters and what I had planned for that campaign way back when into 1000 years later, we have my current game. Actually, there are two games, neither of which knows it is the same as the other game (one player I think is starting to suspect).
The short version: the eladrin/elves have been claiming they discovered this plane and it was unoccupied, and everyone came after them. The truth: the Elven Imperial Fleet was the main survivor of the war with the Vodoni, and they leveled and destroyed all other societies and crushed all other learning for 500 years. Only in the last 500 years (when they suddenly were cut off from travelling to other planes (even via portals) due to an 'incident') have the elves and eladrin allowed societies other than their own to develop. They have, however, planted false histories into the education of the other races. The players in one game opened planar travel as part of their lvl 6-10 adventure chain.
 

I'd say my campaigns generally have a "tone," but not usually a "theme." For example, for my current campaign the tone is "heroic exploration in a fallen world." The tone is meant to have a hint of mystery surrounding the events of the past, while allowing the heroes to really push an active agenda in the present. If you're familiar with Michael Sullivan's "Ryria" series of novels, I'm trying to emulate that sort of style.

As far as "theme?" I don't think I'd ever impose a "theme" on a D&D-style game. For something like FATE it might make sense to have some thematic expectations in place--"As a group I'd like your characters to explore themes of loyalty and betrayal, and personal sacrifice for the greater good." That would be more in line with choosing appropriate Aspects.

But for an action-oriented game like D&D (or Savage Worlds, which is my current system of choice), "theme" is more something that arises from in-game play than anything I try to impose on it.
 

I don't lay out the course of a campaign - my campaigns evolve through the process of actual play.

But I do have certain recurring themes in my campaigns - loyalty, rulership, the earth vs the heavens and hells, millenial destinies, etc. I wouldn't say that these are particularluy connected to my philosophies of life, but I think they are the sorts of themes that are inherent in fantasy tropes and motifs.
 

Campaigns I run or play in tent to have themes. Some of them emerge spontaneously in play, others are pre-designed. I never prepare the story in advance, but I tell my players in advance what, in general, the campaign will be about.

In last campaign, there were three main themes.
One was revenge. When it is justified, how much we try to understand others and how it affects how we judge them. Revenge as emotional act, as social expectation, as moral duty.
Second one was servitude. Being a slave versus serving willingly. Loyalty and how it is earned. Keeping an oath versus being loyal to a friend. Fighting slavery. Social inequalities; objective factors one cannot ignore versus being humane to all people.
Third - but probably most important - was secrets. Pursuit of hidden knowledge. Sharing knowledge versus knowledge that's too dangerous. Learning how the interesting parts of the world work. Knowledge as a goal in itself versus knowledge as a source of power.

Earlier campaign - run by me - had two main themes.
One was journey. Travelling to far away places. Dangers of sea, desert, jungle. Meeting strange cultures, strange people, strange creatures.
The other was myths. Contemporary religions of the setting, old gods. Forgotten history, discovering it and how it affects the present.
 

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