We’ve talked about it before as it affects campaigns, but
theming affects adventures too. What do
we mean?
Not every adventure is or should be the same. Back in our All
About Wilderness edition, we talked about missions that brought back that
sense of exploration. That was a huge
thing back in the early days of FRPGs, probably because it reminded us of The
Hobbit. The Hobbit was one of the first
stereotypes of an adventure. Bilbo and his
dwarven buddies went wandering and ran into a bunch of stuff that wasn’t very
friendly. You know, like an adventurer.
Then again, there was our whole build up to the
Holy War. Within the various
discussions there were ways to run it as a religious conflict with angels and
demons clashing around the party, often times looking for help. There are other ways to get into it where it
is more of a gritty “Saving Private Ryan” sort of war where the party would
feel more like soldiers vs. mercenaries just trying to survive.
We published Little
Kingdoms with its campaign Necromancers’ Coup. Here the theme was all about villagers
desperately struggling against the horrors of an undead invasion. Non-adventurers racing around small villages
hoping to save themselves and their neighbors.
But the theming should affect individual missions too. While a campaign’s theme can be the
overarching mood, missions can be different, at least subtly so. Let’s think through the Endless Dungeon
missions. The overall theme is
definitely a dungeon crawl, but that doesn’t mean they should be all the same. Variation keeps the campaign from feeling
dull, boring or stagnant.
Blood in the Slave Pits was themed after making minor
monsters fun again. While the first
encounters with the goblins are pretty standard fair, the second half of the
mission shows what can happen when even the least bad guys start using strategy
and coordination. This is by no means a
dungeon crawl with that feeling of different monsters around every corner, but
instead a somewhat planned mission against the possibly too real goblins.
Then this mission, Savagery of the Spider Men. Now the party is in for a whole different
feel. Is this horror? No.
But there are a few aspects of that.
Things are supposed to feel weird and alien. The bad guys can walk on the ceilings and
there are a couple of jump scares planned into the mission. There’s more atmosphere to it.
This is the idea behind the themes. Going from a gritty mission into a more
exploratory one then into one with political issues and encounters keeps the
party guessing, but also keeps them entertained. Switching it up is the idea. This also pushes the GM. Trying something new can teach you a thing or
two, maybe even teach you that you’re good at something you didn’t know you
were good at. After all, the whole point
of GMing is to keep the players coming back and variety is the spice of a PC’s
life too.
This
post was written as part of the recently released Savagery of the Spider Men
aka All About Spiders and Poisons, the latest in our Small Bites
editions. Each Small Bites book
looks deeply at one subject, a character archetype, a race/monster, a style of
questing, or some other role-playing/world building subject. This one details everything having to do with spiders
and poison, but with a full defined mission showing both the stats for point-based
characters (like in Legend Quest) and class-based characters like in most of
the die-20 games. Not only that, but we
get into what it takes for a GM to put a bit of that fear back into your
missions (not cosmic horror, but some jump scares and some nervousness). Some of the sense of uncertainty that FRPGs
had when they were new.
We
hope we’re getting you interested. If you want to see the World Walker
edition for FREE!! click the link here. If we’ve hooked you and you want to get the
full 68 pages of content in the Game Masters’ edition, click here.
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