We’ve selected the RPG and type of campaign we want to run, and now we want to plan the campaign itself. But before we jump in, lets focus our campaign! (And if you haven’t voted yet for the ENnies, this blog is nominated for Best Online Content! Voting closes at midnight Eastern on Sunday, July 21st: vote now! Thanks!)
A campaign can be a lot of fun when it is a kitchen sink, don’t get me wrong. I did this all through high school and college, throwing whatever came to mind into the campaign. Temple of Elemental Evil one month, Tomb of Horrors the next, followed by my “kill every kind of dragon” homebrew. But I also found those campaigns lost themselves. It wasn’t clear what the heroes were doing, why they did them (beyond leveling and finding treasure) or what my story was across the experiences.
Movies, TV, and novels do this sometimes. A TV series tries to be intrigue and action and drama and comedy… and they lose focus. The end result is a certain part of that experience really resonated, but lost us through other story arcs that took away from the focus. The same can be true for our campaigns.
We started this series on campaigns with ideas that interest us for our next campaign. And last time we discussed what our players will be drawn to, including themes. Themes are a perfect way to focus the experience of our campaign.
Themes can represent types of fantasy stories: urban, intrigue, swashbuckling, gladiatorial, merchants, secrets, mystery, espionage, horror, factions, mass warfare, treasure hunting, romance, destiny and prophecy, wuxia, and so on. Themes can also be more traditional fiction themes, such as rags to riches, wrong place at the wrong time, underdogs, fate vs free will, nations at war, ideals vs corruption, or who are we really? We might also loosen the definition of themes further and consider gameplay options such as: sandbox, plot-driven, exploration, improvisation, miniatures and terrain.
For a homebrew or heavily modified campaign, we can tell ourselves out loud (I do this a lot, don’t mind me) the concepts of our campaign. “It’s a group of islands set off a continent’s coast. There are pirates, one island is filled with undead, one has a lost civilization, and a volcano could erupt.” Okay, so the themes are piracy, swashbuckling, exploration and lost treasures, and maybe undeath and fire as minor themes.
Or maybe we are running a published adventure. We can think about the highest-level themes. Running D&D 5E’s The Wild Beyond the Witchlight, the themes I think of are fables and fairy tales, fey, whimsy, trickery, bargains and deals, magical world.
As we think through our campaign’s stories and experiences, or work through plot arcs, we can make sure they keep that theme focus. It doesn’t have to be an absolute adherence, but we keep those themes in mind. For example, if we add a homebrew horror side-arc to our Witchlight campaign, making it fey horror – playing off of fairy tales and trickery – will likely connect to our core themes better than a horror experience that feels like it came from Alien.
For the example of our pirate islands campaign, think about how well the Pirates of the Caribbean franchise does at sticking to themes. Whether we are fighting by a mill, exploring a lost ruin, dealing with magic and undead, visiting Asian lands, or even traveling to the edge of the world, the themes of swashbuckling, humor, and ne’er-do-well pirates are always there. We can do the same. Sure, there are undead… undead pirates connected to our main story of the broken pirate alliance. Yes, there is a volcano, and it creates the perfect dangerous and exciting scenery for swashbuckling battles! They can even be connected. The long-undead pirate king dared to capture a fire primordial and was forced to bury it when they lost control… and it is about to escape its prison deep within the mountain.
We don’t have to be the TV show that loses its path. We can tie our experiences to our themes so it all makes sense to our players and delivers on their broader expectations.
4th edition D&D hit upon a great idea when it began to list the key aspects (or truths) of a setting. We can find this in the Eberron, Dark Sun, Neverwinter, and other campaign settings. A set of 5-10 hallmarks helps to guide play. This is similar to campaign aspects in Fate, but finer in detail and more numerous. Here are examples:
We can write down our themes and use them to create our list of truths. This can be shared with our players, helping them to create appropriate characters with appropriate goals. Here are five truths we might select for our Pirate Isles campaign:
The list above deliberately tips our hat as to the kinds of play we will create. Players will smartly recognize this and create characters aligned with their expectations. They expect undead, they might expect to negotiate pirates and even to be able to bring back the pirate code and an alliance. They suspect the Merchants of Kar are up to no good. This is all great, because it means the players are buying into the campaign and becoming invested! We can deliver on these expectations and still have a few surprises.
Writing up our truths for players is helpful, because we can think through how this sounds to them and adjust the underlying themes. If a theme isn’t here, we either should cut it from our list or reinforce it more clearly. We don’t need every possible truth or theme to be here, just the most relevant and resonant.
Next time: player and character goals!
Love a Pirates of the Caribbean-inspired campaign! I ran one nearly 20 years ago (yikes!) using the Skull & Bones d20 rules, and have recently played a bit of Pirate Borg. I hope to run some more Pirate Borg for our Monday night group soon 🙂
It really is a fun set of themes to play with! I haven’t actually run one, but it rattles around my brain often!
First, I would love to play in a game like this. The concept is small enough to find ways to get a player to really connect, yet the ideas of exploration and adventure create a sense of wonder at what the DM will reveal.
Second, the lists of “truths and themes” found in the 4e setting books was one of my favorite things in the edition. They were always evocative and helped set the expectations, like you said. The Rules Compendium and 4eDMG had the same list as well to outline the Points of Light. In addition, Gamma World used it too!
Gamma World was so cool. I was just thinking about it last week!