Themes are fun!! Wee!
I try to use themes in writing campaigns because it gives me something to "aim for" as a DM. This can provide a challenge, which is fun, but also helps if I'm ever stuck for an idea or plot twist. I just look back at the theme and let it tell me what should happen next.
Of course, it is never a straight-jacket, and you have to move away from it sometimes or it gets boring and stale, but it's handy to have around. It's also fun when the players start to figure out the theme and work with it.
Example: A recent campaign of mine had a "lesser of two evils" theme. It involved the heroes facing a number a situations in which they had to cooperate with some unsavory types (including a drug-smuggler, a werewolf, a ghost, a cult trying to protect an elf/demon baby, a blue dragon, etc.) to put a stop to greater evils (a necromancer trying to release the ancient god of lawful evilness). It forced the players to really make some tough choices and allowed for great role-playing.
I strongly recommend the use of some sort of theme. Afterall, it's supposed to be a story you're telling. And what kind of story doesn't have a theme or mood?
Ormazd
I try to use themes in writing campaigns because it gives me something to "aim for" as a DM. This can provide a challenge, which is fun, but also helps if I'm ever stuck for an idea or plot twist. I just look back at the theme and let it tell me what should happen next.
Of course, it is never a straight-jacket, and you have to move away from it sometimes or it gets boring and stale, but it's handy to have around. It's also fun when the players start to figure out the theme and work with it.
Example: A recent campaign of mine had a "lesser of two evils" theme. It involved the heroes facing a number a situations in which they had to cooperate with some unsavory types (including a drug-smuggler, a werewolf, a ghost, a cult trying to protect an elf/demon baby, a blue dragon, etc.) to put a stop to greater evils (a necromancer trying to release the ancient god of lawful evilness). It forced the players to really make some tough choices and allowed for great role-playing.
I strongly recommend the use of some sort of theme. Afterall, it's supposed to be a story you're telling. And what kind of story doesn't have a theme or mood?
Ormazd