Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
GMs: Campaign & Adventure Design Strategies
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Azgulor" data-source="post: 5215390" data-attributes="member: 14291"><p>(For the casual pick-up beer-n-pretzels GM, "These aren't the droids you're looking for...")</p><p></p><p>Lately, I've been giving thought to how I might better introduce thematic elements & atmosphere into my campaigns and/or adventures. My goals are to provide the players with a better game experience but also to help reinforce genre elements as I find it helps me keep the creative juices flowing.</p><p></p><p>What prompted the thread were a few video game trailers for the Star Wars games <strong>Force Unleashed 2</strong> & <strong>the Old Republic</strong>. The trailers are extremely well done and grab me as a viewer with an incredibly strong "I want to play that!"</p><p></p><p>Let's face it, bad Star Wars is really, really bad. But Star Wars done right gets you fired up to blast bad guys and swing lightsabers. In the Star Wars genre, you know what to expect. Sure there's room for variation in theme for an adventure or two, but by and large it's Jedi vs. Sith, dogfights in space, and epic battles on alien worlds.</p><p></p><p>Three other video game franchises, similarly scratch my genre itch:</p><p></p><p>The <strong>Thief</strong> series of games, the <strong>Mass Effect </strong>games, and the <strong>Dragon Age: Origins </strong>game. </p><p></p><p>Now being video games, they all have the benefit of graphics, music, sound to reinforce their thematic elements which adds to the superior stories.</p><p></p><p>At the gaming table, however, I find it much harder to pull off. I want to provide my players the freedom of sandbox-style exploration and decision making yet at the same time reinforce the atmosphere and genre elements (in my particular case, the swords-n-sorcery genre).</p><p></p><p>So my fellow campaign-driven GMs, how do you do it? Do you let game mechanics only set the tone and reinforce genre elements or are their campaign and adventure design strategies that you employ?</p></blockquote><p></p>
[QUOTE="Azgulor, post: 5215390, member: 14291"] (For the casual pick-up beer-n-pretzels GM, "These aren't the droids you're looking for...") Lately, I've been giving thought to how I might better introduce thematic elements & atmosphere into my campaigns and/or adventures. My goals are to provide the players with a better game experience but also to help reinforce genre elements as I find it helps me keep the creative juices flowing. What prompted the thread were a few video game trailers for the Star Wars games [B]Force Unleashed 2[/B] & [B]the Old Republic[/B]. The trailers are extremely well done and grab me as a viewer with an incredibly strong "I want to play that!" Let's face it, bad Star Wars is really, really bad. But Star Wars done right gets you fired up to blast bad guys and swing lightsabers. In the Star Wars genre, you know what to expect. Sure there's room for variation in theme for an adventure or two, but by and large it's Jedi vs. Sith, dogfights in space, and epic battles on alien worlds. Three other video game franchises, similarly scratch my genre itch: The [B]Thief[/B] series of games, the [B]Mass Effect [/B]games, and the [B]Dragon Age: Origins [/B]game. Now being video games, they all have the benefit of graphics, music, sound to reinforce their thematic elements which adds to the superior stories. At the gaming table, however, I find it much harder to pull off. I want to provide my players the freedom of sandbox-style exploration and decision making yet at the same time reinforce the atmosphere and genre elements (in my particular case, the swords-n-sorcery genre). So my fellow campaign-driven GMs, how do you do it? Do you let game mechanics only set the tone and reinforce genre elements or are their campaign and adventure design strategies that you employ? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GMs: Campaign & Adventure Design Strategies
Top