Incenjucar
Legend
I agree that the list is way too limited.
I avoid forcing themes on the game as a whole. It's too limiting and too artificial, unless you have an extreme situation (war-torn world, etc), and even then, I don't like having to struggle with the players.
Now, I might have a themed -adventure- or something, but even then, I let the players choose their reactions and how it feels to them.
Heck, my own big 3e adventure was different themes to different players; to the evil ones, it was a fun-filled romp with a lot of underscored anger (the evil wizard and the evil barbarian both wanted to kill each other the entire time -- the latter was distracted by a love interest for the creepiest romance with a hobgoblin 'princess'). For the non-evil characters, it was a battle to control the powerful evil beings around them, trying to stay relatively pure despite being between two evils (the NPCs included a sweet but purely evil Imp wizardess, a very very young medusa who loved to be given cute animals to make statues out of, and the imp's harem and servants of various races -- all of whom were very kind and generous, but quite open about being aligned with evil). So, basically, it ended up being angst-filled IC, but with lots of laughs (I modeled the imp a few shades towards Shemeshka, but with the control that her lawful nature implied, and the humility that her weaker power enforced).
Some adventures I try to outright creep my players out (like the "Lamia Nursery" -- anyone who remembers 2e lamias knows how nasty that is), others I try to make them laugh (like when I introduced the sumo goblin...), others I try to warp their senses (like when everyone was a weak variant of lycanthrope). If a theme shows up, it's because of what happens, not because I'm trying to force any one thing in to play. Hence why I don't bother with Cthulhu and such.
I avoid forcing themes on the game as a whole. It's too limiting and too artificial, unless you have an extreme situation (war-torn world, etc), and even then, I don't like having to struggle with the players.
Now, I might have a themed -adventure- or something, but even then, I let the players choose their reactions and how it feels to them.
Heck, my own big 3e adventure was different themes to different players; to the evil ones, it was a fun-filled romp with a lot of underscored anger (the evil wizard and the evil barbarian both wanted to kill each other the entire time -- the latter was distracted by a love interest for the creepiest romance with a hobgoblin 'princess'). For the non-evil characters, it was a battle to control the powerful evil beings around them, trying to stay relatively pure despite being between two evils (the NPCs included a sweet but purely evil Imp wizardess, a very very young medusa who loved to be given cute animals to make statues out of, and the imp's harem and servants of various races -- all of whom were very kind and generous, but quite open about being aligned with evil). So, basically, it ended up being angst-filled IC, but with lots of laughs (I modeled the imp a few shades towards Shemeshka, but with the control that her lawful nature implied, and the humility that her weaker power enforced).
Some adventures I try to outright creep my players out (like the "Lamia Nursery" -- anyone who remembers 2e lamias knows how nasty that is), others I try to make them laugh (like when I introduced the sumo goblin...), others I try to warp their senses (like when everyone was a weak variant of lycanthrope). If a theme shows up, it's because of what happens, not because I'm trying to force any one thing in to play. Hence why I don't bother with Cthulhu and such.