Adventure/Session/Campaign Themes

By Inquisitor Tremayne, in Game Masters

How do you other GMs integrate different themes into your games? Or do you even bother?

I am starting a new campaign that has a set end date (ending after 11-ish sessions) and I am running it like a TV show: each session is a new episode (per the suggestions in the back of Dawn of Rebellion). So I am trying to extrapolate some themes from my PCs backstories, motivations, obligations, duty and moralities. As well as include in the sessions some themes I am interested in exploring.

I've never designed sessions this way, so I am curious if any others do this and if you do, can you provide some examples?

I asume you have a main theme in the lot of the episodes. Even if each is a new episode, they might be linked by an overarching plot or theme, But you might as well shake it up once in a while.

Possible examples from some (well known) series...

Star Trek TNG: Picard is on vacation on the planet Risa. Through Vash, he is dragged into some artifact-related shenannigans. During the episode, I don't think we saw a lot of starships or even the other bridge crew and Picard didn't have his uniform on to tug at the lower edge. Stuff like this might come from an obscure Obligation somewhere. If the series is about setting up a new rebel cell, and the Family Obligation is triggered by the character getting a ' Must Visit ' wedding party invitation...

Xena: The Bitter Suite; a musical odyssey is a single episode that takes the idea of not altering the ongoing story, but it does alter the theme and even fundamentals of the show, which taken to an extreme by all the song and dance in it. While the show had its fair share of comedy, the musical is rather... unique. Not to say that you need to spend a session with everybody trying to hum the Imperial March (if they don't do so already) but shaking things up by, for example, adding a single session with more than usual comedy during a serious campaign or series.

Many series: Many series have the tendency to include a different themed episode or two, by incorporating existing or setting-specific holidays and celebrations. Such an episode somewhere smack in the middle might alter the theme for once, and it is clearly limited to that one time. Xena, from the example above, even has a Christmas-inspired episode or two. And though I dread to mention it... the Star Wars Holiday Special introduced us to a comically singing Leia Organa to celebrate Life Day. Such an episode in your campaign/series might shake things up, and you might link it to a specific (obligation of a) character (the Twi'lek must be home on Ryloth to celebrate the Feast of 'Nala Poch' or something). Star Trek TOS did something like this when Spock got his Pon Farr and had to go back to Vulcan to perform rituals, possibly mate, etc.

My own campaign: In a Dragon Star D20 campaign I once DMmed, the characters were weary, tired, exhausted even, from all that had happened. They needed a break. We actually spent one session playing out their vacation. They sought out a nice planet with friendly environment, found some tropical beaches, used their space suits as diving suits to go watch coral reefs grow or something. An entire session without a single attack roll! But we had a ton of fun, as it was some sort of relief for us, too. And that answers your question if I do change the theme, even for a single session, with a resounding "Yes".

I do think the FFG Star Wars system is ideally suited to handling themes, then switching them even for a single session or adventure. You can use the Obligations and Duties to interject something completely different. Which, by the looks of it from your quote below, you are already quite capable of.

31 minutes ago, Inquisitor Tremayne said:

So I am trying to extrapolate some themes from my PCs backstories, motivations, obligations, duty and moralities. As well as include in the sessions some themes I am interested in exploring.

One thing, though. Depending on the length of your play sessions, you might have to choose a single theme for the session. If the vagaries of personal lives prevent you from playing all day long, and way into the wee little hours at night, you might not have the time to incorporate two, three or even more themes in a single session. Especially if you want to explore a couple of themes of your own choosing, you might have to increase the number of sessions or decrease the amount of themed material.

Hope that helps.

Cheers.

Cool, thanks. Yeah I am definitely looking at a single theme per session/adventure. So far I have:

  • Unity vs. Separation
  • Family and differing viewpoints on political topics
  • Corporate Domination over the less fortunate
  • Individual vs. Group
  • People over personal obsessions
  • good vs. evil obviously
  • personal histories vs. the mission

I'm not really one to plan out full campaigns, but it is interesting thinking about adventures revolving around a theme vs. revolving around a threat to be overcome.

For our group, episodes helps A LOT in keeping the group interested. When sessions bleed over from one to another, out group fades away (i.e. we still show up, but lack interest continuing). For us, it was important, IMO, to wrap up each session (2x's per month). Otherwise, two weeks go by (or more if we cancel a week) and we forget where we left off. This way, we felt like we achieved something. One of our guys who sometimes GM's tends to have sessions where we spin in circles and achieve nothing. i.e. go in with something in mind, come out more confused than when we went in. He likes complicated plots and we're just too tired to dissect it all.

I think a formula that works is: one major combat encounter per evening, problem/scenario solved (one way or another) by night's end, begin next session with something new. Sometimes this takes NOT ending it the way we'd like, but at least we have closure. Never made that big negotiation roll? The buyer shuts down shop and flies away. No big deal. Settle up credits and XP and move on. No need to keep a dead end alive for the next session. That's just the way I think it works for us. We also did MUCH better with a grouping of 2-3 sessions under ONE theme.

Edited by DurosSpacer

Our campaign setting is an outer rim boomtown that cropped up around a rare resource about 25 years ago. Each of the trio has a very different background and very different themes to their story. I chose not to start them as a party, so we could explore them individually for a while. I wanted identity to be a large part of the story's themes. I had them to grow together in parallel until they chose to work together, which the story definitely had room for.

We have a human Padawan who suffers from PTSD as a result of how he survived 66; he thinks the Force is toying with him, and relishes in his torment. He's a broken man trying to reconcile the disparate parts of himself, so he can form a new self. He keeps trying to overcome his failings instead of embracing them. His themes are failure, fear, betrayal, and redemption.

The second is a non-slave Nikto who grew up on Nar Shadaa, who finds himself trying to flee a life of violence, but cannot ever escape, because he is the cause of his own suffering. He hates violence, but doesn't have the tools to find a better way. He's also treated like an outsider and a monster by much of the populace, but his inner self is deeply at odds with his physicality. His themes are gentleness, dignity, violence, mercy, and rage.

The last is a Zabrak woman, who was raised in the boomtown by her parents, who died in the town's greatest tragedy: A mine explosion five years ago. She's loved and well regarded by townsfolk. They all know to trust her instincts, because when she has a feeling about something, it usually happens. She's well known for taking in new arrivals and strays and helping them find a place in the town. However, she's begun to realize her ivory tower lifestyle was built on lies; she's been betrayed by those she trusted most and has begun to doubt if she can trust at all. She's changing rapidly as her force abilities manifest. Her themes are privilege, kindness, forgiveness, betrayal, and most recently, uncertainty.

Each session, I focus on giving them the opportunity for growth and change as the story of the town's secret history is revealed.

I'm running an Edge homebrew in the next few weeks.. I've scribbled out each Obligation for every player and if appropriate I'll chuck it into the sessions on the fly.

I've bullet pointed the planet, other local towns, the main spaceport ( miles away on foot or skiff), local geography, imports & exports, weather, points of interest, modular encounters - I've prepped maps, named all the major npcs/shops/businesses etc. and produced a timeline of where I want things to go.

Rather than go all in I just did an hour here or there over the last few weeks. the D6 stuff has also helped for inspiration.

Once the PCs complete the chosen pre-written I'll bring in the reason to go to Planet X and go for it... as bascially if they don't bother we could all pack up and have an early night instead 😁 It does have a set end point... once each PC has paid off some Obligation or succumbed to their Motivation or both. 1 or 2 sessions for the pre-written and 4 minimum for ObliMoti (Obligation/Motivation) sessions.