Posts Tagged by theme

Cracked-Glass-psd17675

Every so often I get the urge to run a game around very tight themes – a game where all the characters are thieves in a thieves guild, a game where all the players are members of a military organization with specific ranks and duties, a modern game where intrigue and politics rule the day, not pure combat, etc. Something with a definite, described theme with information provided to the players about what type of game I’m intending to run. Sometimes I’ve even done weeks…

I recently did a review of Open Design’s Courts Of The Shadow Fey 4e adventure, an excellent little romp through the interaction between the fey courts and the mortal world. I was incredibly impressed by the adventure, and it reinvigorated an old similar campaign idea that I had been kicking around for a while. The game I’m playing in is trailing off and it will be my turn in the hot seat next, so I’m going to be running a version of the Courts adventure.…

GMingAdvice01

So stop me if you’ve heard this one before: A Dragonblooded paladin who is trying to make a more noble name for his people, a shadowy thief/assassin Eladrin kicked out of his people for his devious ways, a high ranking human cleric of pelor  fresh from the convent, and a tiefling warlock with a dark past walk into a tavern where a man in a corner gives them a simple mission to track down something, setting them on a long quest which leads them to…

GMingAdvice012

One of the best ways to convey the theme of your campaign, the tone of your game, and the flavor of the game world is to use reinforcement — specifically, reinforcement of small things. This technique is based on two principles: Choose elements that represent what you want to convey, and repeat them. As part of your game prep, consciously choose a few things you can reinforce. They don’t all need to get crammed into one session, and they should come up organically — but…