Themes, Plot, and Setting: Difference between revisions

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(Created page with "Designing a campaign can be a daunting task. It might be difficult to know where to begin, or what questions to ask yourself as you outline your world. In addition to memorable heroes, villains, and supporting characters, there are a few key elements that contribute to making a memorable campaign: Themes, Plot, and Setting. == Themes == The themes of your campaign can be thought of as the lifeblood of your story, the pulse around which heroes, villains, and plot eleme...")
 
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Designing a campaign can be a daunting task. It might be difficult to know where to begin, or what questions to ask yourself as you outline your world.  
Designing a campaign can be a daunting task. It might be difficult to know where to begin, or what questions to ask yourself as you outline your world.  


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The themes of your campaign can be thought of as the lifeblood of your story, the pulse around which heroes, villains, and plot elements occur. This is not to say that the themes of your campaign need to be in the foreground at all times. Quite the contrary; themes can usually be the unspoken backdrop against which the story takes place.
The themes of your campaign can be thought of as the lifeblood of your story, the pulse around which heroes, villains, and plot elements occur. This is not to say that the themes of your campaign need to be in the foreground at all times. Quite the contrary; themes can usually be the unspoken backdrop against which the story takes place.


When considering the themes that you want your campaign to explore, it can be helpful to think of one or two dichotomies that interest you. Think about how these dichotomies can come up in the world, how they might manifest themselves in the [[actions]] of the heroes or villains, and how the setting might reflect these themes.
When considering the themes that you want your campaign to explore, it can be helpful to think of one or two dichotomies that interest you. Think about how these dichotomies can come up in the world, how they might manifest themselves in the actions of the heroes or villains, and how the setting might reflect these themes.


If you’re looking for a place to start, you can roll once or twice on the table below and see if the randomly selected themes spark your interest. Remember that this is YOUR game, so don’t feel tied to any specific themes you see on this table. These suggestions are just meant to get your ideas flowing!
If you’re looking for a place to start, you can roll once or twice on the table below and see if the randomly selected themes spark your interest. Remember that this is YOUR game, so don’t feel tied to any specific themes you see on this table. These suggestions are just meant to get your ideas flowing!
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== PLOT ==
== Plot ==
When thinking about the overarching plot of your campaign, it is best not to get bogged down in specifics. Think about how you want your game to start, a few different endings that you think would be satisfying, and two or three mid- campaign milestones that can help orient you towards one or more dramatic endings.
When thinking about the overarching plot of your campaign, it is best not to get bogged down in specifics. Think about how you want your game to start, a few different endings that you think would be satisfying, and two or three mid- campaign milestones that can help orient you towards one or more dramatic endings.


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'''Hero vs. Environment'''
'''Hero vs. Environment'''


A hero vs environment campaign pits the heroes not against a specific villain, but against the larger environment. This might be a natural disaster that threatens a small town or a logging company trying to deforest the heroes’ home. Maybe the heroes are the only survivors of a [[merchant]] caravan and must find a way to endure a harsh winter in the open elements. The heroes must band together to overcome whatever environmental challenge faces them. Depending on the crisis, they may need to journey to various places, ask for aid, issue warnings, and complete quests to gain people’s trust.  
A hero vs environment campaign pits the heroes not against a specific villain, but against the larger environment. This might be a natural disaster that threatens a small town or a logging company trying to deforest the heroes’ home. Maybe the heroes are the only survivors of a merchant caravan and must find a way to endure a harsh winter in the open elements. The heroes must band together to overcome whatever environmental challenge faces them. Depending on the crisis, they may need to journey to various places, ask for aid, issue warnings, and complete quests to gain people’s trust.  


'''Maintain Status'''
'''Maintain Status'''


Sometimes, heroes need to change the status quo; other times, they need to maintain it. When villains stir and attempt to topple the world [[order]], heroes might try to thwart the villains’ efforts, deal with monarchs and politicians, and try to maintain the balance of the powers that be.
Sometimes, heroes need to change the status quo; other times, they need to maintain it. When villains stir and attempt to topple the world order, heroes might try to thwart the villains’ efforts, deal with monarchs and politicians, and try to maintain the balance of the powers that be.


'''Sandbox'''
'''Sandbox'''
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As the campaign world unfolds, you may find that the adventurers, villains, or supporting characters no longer hold the same views that they did at the campaign’s outset. Having a significant character change sides in a conflict can be a very notable midpoint for a campaign and can radically change the direction of the remainder of the story.
As the campaign world unfolds, you may find that the adventurers, villains, or supporting characters no longer hold the same views that they did at the campaign’s outset. Having a significant character change sides in a conflict can be a very notable midpoint for a campaign and can radically change the direction of the remainder of the story.


'''Evil Questgiver'''
'''Evil Questgiver'''


It’s a trope that can be overused, so be careful when implementing the Evil Questgiver. If the heroes have gone on a quest, and it turns out that it was all for their benefactor’s nefarious designs, this can be a meaningful plot twist, but should be used sparingly.
It’s a trope that can be overused, so be careful when implementing the Evil Questgiver. If the heroes have gone on a quest, and it turns out that it was all for their benefactor’s nefarious designs, this can be a meaningful plot twist, but should be used sparingly.
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To make the world feel real and lived in, consider what season you want to start the story in and the reasoning for that decision. Think about in-world holidays and traditions to ground the setting in believable customs that the inhabitants of your world observe.
To make the world feel real and lived in, consider what season you want to start the story in and the reasoning for that decision. Think about in-world holidays and traditions to ground the setting in believable customs that the inhabitants of your world observe.


When the heroes are in a settled area, be it a small village or a sprawling metropolis, think about the region’s social, criminal, political, economic, religious, and military practices to quickly sketch out how the area works and what beliefs might commonly be held. You can also think about this in the context of your world’s history and the major economic or political players in the region. A small village under the [[shadow]] of a tyrant’s castle will feel markedly different than a village of the same size that is in the middle of nowhere in the woods, answerable to no one but themselves.
When the heroes are in a settled area, be it a small village or a sprawling metropolis, think about the region’s social, criminal, political, economic, religious, and military practices to quickly sketch out how the area works and what beliefs might commonly be held. You can also think about this in the context of your world’s history and the major economic or political players in the region. A small village under the shadow of a tyrant’s castle will feel markedly different than a village of the same size that is in the middle of nowhere in the woods, answerable to no one but themselves.


=== History and Present Day ===
=== History and Present Day ===
As you work on fleshing out your campaign setting, you can also consider how your world’s history affects your present day setting. Are nations generally friendly with one another, or are they on the brink or currently engaged in war? How much of a focus will this be in your adventurers’ lives?
As you work on fleshing out your campaign setting, you can also consider how your world’s history affects your present day setting. Are nations generally friendly with one another, or are they on the brink or currently engaged in war? How much of a focus will this be in your adventurers’ lives?