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General Tabletop Discussion
*Dungeons & Dragons
Wandering Monsters: Campaign Themes
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<blockquote data-quote="DEFCON 1" data-source="post: 6268857" data-attributes="member: 7006"><p>Let us also not forget that the concept of a "campaign theme" is also just a good thought experiment for potential DMs to help get their minds around what exactly they want to do in their game. As we've seen in many DMG sections in past books... oftentimes they seem to be "Well duh!" articles for experience dungeon masters. But much of the DMG is meant to help players who aren't experienced. So the concept of selecting an overarching identity of what your game is going to be about is a way of narrowing your focus and really making you think whether some ideas you have <em>should</em> be used in your game, and other ideas shouldn't.</p><p></p><p>These of course aren't hard and fast rules, but they do help the neophyte DM find a direction for their game and follow it. If a DM decides their game is going to be about 'Gods vs. Demons' and yet they find an awesome endgame module about a war with an ancient dragon... the idea that they can look at that module through the prism of their theme (and thus decide whether or not it truly is the kind of adventure they want to have for the end of their campaign) is a good one. Likewise... if a DM has been running a game where the party goes from place to place to place to solve various village's issues (and this is a game that the entire group has been enjoying)... plopping in a scenario where the group is going to sent to a single place and can't leave for a huge swathe of levels... might not be the kind of idea that will assist the progression or enjoyment of the game when reflected against the game's theme.</p><p></p><p>The entire game of Dungeons & Dragons can be about <em>anything</em>. How, why or what you are playing can be as wide-open as you can think of. And if that seems way too daunting... too many choices causing paralysis... having a theme to narrow your focus for many DMs can only be seen as a good thing. And making sure the DMG points out that is what many players and writers already do, makes it okay to do so as well.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6268857, member: 7006"] Let us also not forget that the concept of a "campaign theme" is also just a good thought experiment for potential DMs to help get their minds around what exactly they want to do in their game. As we've seen in many DMG sections in past books... oftentimes they seem to be "Well duh!" articles for experience dungeon masters. But much of the DMG is meant to help players who aren't experienced. So the concept of selecting an overarching identity of what your game is going to be about is a way of narrowing your focus and really making you think whether some ideas you have [I]should[/I] be used in your game, and other ideas shouldn't. These of course aren't hard and fast rules, but they do help the neophyte DM find a direction for their game and follow it. If a DM decides their game is going to be about 'Gods vs. Demons' and yet they find an awesome endgame module about a war with an ancient dragon... the idea that they can look at that module through the prism of their theme (and thus decide whether or not it truly is the kind of adventure they want to have for the end of their campaign) is a good one. Likewise... if a DM has been running a game where the party goes from place to place to place to solve various village's issues (and this is a game that the entire group has been enjoying)... plopping in a scenario where the group is going to sent to a single place and can't leave for a huge swathe of levels... might not be the kind of idea that will assist the progression or enjoyment of the game when reflected against the game's theme. The entire game of Dungeons & Dragons can be about [I]anything[/I]. How, why or what you are playing can be as wide-open as you can think of. And if that seems way too daunting... too many choices causing paralysis... having a theme to narrow your focus for many DMs can only be seen as a good thing. And making sure the DMG points out that is what many players and writers already do, makes it okay to do so as well. [/QUOTE]
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