DXP 11007 Building Theme
DXP 11007 Building Theme
THEME
DIRECTOR’S CUT
LIGHTSPRESS MEDIA
A Lightspress Media Publication
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more interesting when the character kills the monster, steals
the treasure, and levels up for some actual purpose. That looks
like nearly any fantasy novel or movie. Punching supervillains
and overthrowing galactic overlords are more fun when there’s
some emotional connection people can relate to beyond the
fight scenes and explosions.
I hope that you’ll enjoy this book for what it is. Like any
other roleplaying game supplement, you can cherry-pick the
bits that work for you. Incorporate them into your adventures
and campaigns, and ignore the bits that aren’t your style. The
objective is to help you create better engagement with your
players and tell better stories. Your games are ultimately more
enjoyable on as many levels as possible.
This book includes:
Defining Theme: How we define theme for use in tabletop
roleplaying adventures. What it is and is not, and the
terminology used throughout this book.
Theme and Characters: Applying concepts of theme to
characters. How components of a theme contribute to
character backgrounds, adventure hooks, and worldbuilding.
Theme and Worlds: Using the elements of the theme to
flesh out the setting. Make worldbuilding meaningful and
connect it to the player characters and adventure concepts.
Theme and Adventures: Adding a theme to make
adventures richer, more complex, and meaningful. Connecting
plots to character backgrounds and worldbuilding elements.
Common Themes: 13 themes frequently found in tabletop
roleplaying adventures and the media that inspire them. Each
gets its own chapter with extensive notes on using it with your
original stories.
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System-Neutral Toolkits
Building Theme is part of a line of system-neutral creative
aids for all tabletop roleplayers. Use these bestselling books
with any system, genre, or setting. Adapt and apply them to any
game. Each volume focuses on one element, like character
development, worldbuilding, or adventure design.
Lightspress Media
Lightspress Media is a tabletop roleplaying company with
a lo-fi approach. Utility of content takes precedence over
ostentatious production value. Graphic elements should
enhance the message of the text, not act as page filler and eye
candy. Physical books need to be compact, portable, and sturdy.
This minimalist aesthetic results in powerful toolkits that are
both useful and affordable. After all, tabletop roleplaying isn’t
the book. It’s the creativity and collaboration that takes place
around the tabletop. Our mission is to give you as much as you
need, then get out of your way.
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DEFINING THEME
Before diving into how you can utilize a theme in your
roleplaying games, we need to define it. It reveals a deeper
meaning and reflects what the writer or gamemaster is trying
to say with the adventure. There can be a lot more to it than
that, though. How deeply you dig into the theme is entirely up
to you. There are several options as to how you can utilize and
explore the theme within your adventure.
Theme is Not the Premise
A premise is the heart of what happens during the
adventure but on a very superficial level. The player characters
overcome obstacles, usually put in place by an antagonist, to
achieve the adventure goal. That is the premise. The player
characters kill monsters to gain treasure and level up. The boy
does what heed needs to do to be with the girl he loves, despite
the people trying to keep them apart. A hero goes on a quest,
survives the hazards of travel, and returns home with the prize
he was seeking. Those might be interesting, but they fail to
convey any meaning or emotional connection.
Theme is Not the Plot
A plot can mean many things, but we can simplify the
definition to indicate a type of adventure that follows a
particular structure. The typical adventure has a beginning, a
middle, and an end. A journey plot starts with the reason to
travel. There is travel in the middle, and either reaching the
destination or getting back home at the end. A rags-to-riches
adventure begins with player characters in poverty, has them
on a path to prosperity in the middle, and a happy ending
where they become literally or metaphorically rich. A mystery
starts with a crime. It has an investigation with twists and
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turns in the middle and a solution in the end. These structures
can be a framework for the theme, familiar elements upon
which you can build greater meaning, explore universal issues,
and say something significant about the world.
Theme is a Discussion
When developing a theme, you begin with the point you
want to make. It has to be clear in your head what you want to
say and why you want to say it. Then lay out all the arguments
showing why you are right. The player characters can express
their point of view, and the antagonist the contrary opinion.
Supporting cast members can present other perspectives. All
other adventure elements should also point the players toward
accepting your talking points.
Make the players care about the theme. They should be as
engaged as you are with the characters and the cool fiddly bits
of the setting. They need to feel that they have a horse in this
race.
Theme is Universal
The theme is what makes your adventure universal. Every
member of the players, no matter what their age, life
experience, or background, should be able to relate to what is
happening in the adventure on some level. The purpose of the
theme is to help the players relate to the elements of the
adventure on a personal level. The circumstances may not be
elements that the players consider relatable. But they have
emotional integrity, a human core that resonates with
everyone.
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about those ideas will come into play and need expression.
There are two ways of doing this: a thematic statement and a
thematic stance.
Thematic Statement
The thematic statement is what you, as the gamemaster, are
trying to say about the topic. It is your stance toward the
theme. Use it to give some depth to the setting, the storylines,
and the supporting characters. You are defining the way things
work. It should not beat the players over the head with your
personal opinions. Nor should it try to sway them over to your
point of view.
Say, for example, that you are using the default theme of
most tabletop roleplaying, good versus evil. Your thematic
statement might be that it is easier to be evil than good. You
express this stance through antagonist actions and the choices
made by supporting characters. They are willing to lie, cheat,
and steal to get what they want. How to play supporting
characters, design encounters, and approach worldbuilding
will be expressions of your thematic statement.
The player characters will face moral dilemmas. It is harder
to do things ethically without causing other people harm. Being
ethical means acquiring the things the characters want,
including wealth and power, will take longer. These things
reinforce the thematic statement that you are making.
Thematic Stance
In literature, the thematic concept is how the reader
interprets the theme. This notion becomes the way a player
approaches the argument and how they express that through
their character. We will refer to that as a thematic stance. One
character might embody the belief that good always triumphs
in the end. They show this by having their character climb to
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hope, no matter the situation. Their character will persevere
and never give up, sure that if they will eventually win.
Another player might agree with the thematic statement up
to a point and cede that it can be easier to be evil than good.
This interpretation could justify being fast and loose with
ethical issues. They might feel okay to lie, cheat, and steal once
in a while if it somehow serves the greater good. There is no
way, in their mind, to defeat evil by being purely good.
Any disagreement between your thematic statement and
their thematic concepts is an opportunity for conflict. Never
force your stance on them. The world and its characters exist to
create obstacles for the players. Never take it personally, or
allow the differences in opinions to become a point of
contention in real life. Use the exchange of ideas to power your
stories and make your adventures more meaningful.
Elements of Theme
Four elements can help you to develop and explore the
theme. You can use one or all of these in your adventure. As you
begin, feel free to be heavy-handed. Telegraph your point. The
more adventures you run, the more you will figure out how to
be subtle and nuanced.
Throughout this book, we will explain each of these
thematic elements. These will allow you to better integrate the
theme with the characters, locations, and events.
Conflict
Conflict is present in a solid theme and helps to define it.
Working with the concept of Human Experience is Universal for
example, the struggle will center on relatable life events. If the
theme is Love Conquers All, characters can overcome obstacles
with affection.
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The theme is often an argument for one side of the conflict.
It may not be the side the characters are on. Humanity versus
Nature may skew toward the idea that the natural world
inevitably wins, but the characters will continue to battle
against that conclusion.
Theme can be bold, but do not use it as a blunt instrument.
It’s okay to let the characters win even if the concept stacks the
deck against them. It’s often more satisfying, emotionally, when
the central thesis of the theme is proven to be wrong.
Allegory
Allegory is a literary device where adventure elements
represent other, thematic things. When you understand the
allegory, it reveals some hidden meaning to the adventure. It
often presents a moral, ethical, or even political point. A player
character might be an everyman, for example, representing all
of humanity. A conflict with an antagonist might be an allegory
for a real-world war. When combined with the theme, allegory
allows you to tell a story about one thing while commenting on
something else.
Symbolism
Symbolism is when an image representing an idea, in this
case, the theme, recurs throughout the adventure. A dove is a
symbol of peace, for example. Seeing a dove flying away from a
location might indicate that danger lurks in that direction. The
color red might represent passion, or a staircase might signal a
transition in the setting’s status quo or a character’s attitude.
Using symbolism is another way to add layers of meaning to
your adventure.
A motif is similar to symbolism, but it uses elements other
than visual images. These can be words, phrases, or sounds. A
motif might be a concept that comes up repeatedly or a set of
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personality traits shared by supporting characters. Characters
who feel guilty might wash their hands a lot, for example. The
thunder might crash right before an encounter with a thematic
obstacle. As with symbolism, the repetition of these elements
helps reinforce the theme and imbue it with additional
meaning.
Counterpoint
In storytelling, counterpoint is when two or more plot lines
unfold in a way that they are complementary to one another.
This technique often happens with a subplot taking the
contrary stance from the primary plot but unfolding along with
the same beats or delving into a different perspective of the
same thematic stance to provide a broader view of the theme.
The plotlines might each explore divergent possibilities and
outcomes. Taken together, they can reinforce the point that you
are trying to make with your chosen theme.
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THEME AND CHARACTERS
What sorts of people do you need to populate the
adventure? What roles do you need to represent all of the ideas
and stances toward them in your chosen theme? Are there
people that might be able to fill more than one role to keep the
party tight? Can you have fewer supporting characters more
tightly tied to the adventure? Make sure that every character
has a distinct purpose concerning your thematic argument.
Elements of a Character
There are a handful of elements to develop when creating a
character. You can read more about these in Building
Characters, published by Dancing Lights Press. Here is a
synopsis of these essential character elements:
Background: A character’s appearance will be in line with
the traditions and trends of the setting. Their role will need to
filling. If not, it will still have some history behind it. The
character’s stance exists relative to the way things work and
the opinions and beliefs of cultural, political, and religious
norms.
Statistics: The average attributes and ability levels will
reflect the ordinary person within the setting. Skills come from
schools, apprenticeships, and mentors. Wonders originate
somewhere, and if they have existed a while, there are social
norms about how to deal with them and the people that wield
them.
Life Story: The setting shapes how the character has spent
their stages of life. Environments and social norms might push
them in one direction or cause them to rebel. The physical,
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mental, and social elements that develop are responses to the
world’s events.
Motivations: The setting might have resource shortages
due to wars, political pressures, or natural disasters. These
create needs. Goals are often an expression of social desires, as
is the intention to impress other people. An objective could
demonstrate cultural, political, or religious values. Society will
have norms regarding relationships, including the role of
family, finding a significant other, and having children.
Player Characters
Who is the hero of the adventure? How do they represent
your thematic argument? Is the most appropriate type of
character to fill the role of player characters already a
champion of your stance or someone converted throughout
your adventure? What personality archetypes, character
classes, or other roleplaying templates are best suited to the
forces within your theme? What abilities will be required to
fulfill the adventure goals while making the points you want to
demonstrate?
Conflict
How do the conflicts player characters have to overcome
reinforce your argument? Does the struggle show that the
thematic stance is the correct one? Why do the player
characters need to win the argument justifying the existence of
the conflict? What does the antagonist stand to lose, not only if
they fail to achieve the adventure goal, but if their stance on the
theme proves to be invalid, that makes them increase the level
of conflict?
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Allegory
What is the moral or political point you are trying to make
with your theme, and how does that relate to player character
backgrounds, motivations, and personal goals? How can their
journey be used to represent the stances and forces you choose
to explore within the theme? What are the real-world
equivalents of the thematic argument pros and cons that you
can map onto the player character beliefs and opinions?
Symbolism
What image or object can symbolize their connections to
the theme? What might work as a representation of the stance
or thematic force they represent? How can these symbols be
used to help reinforce the point that you wish to make within
the adventure through their decisions and actions? How can
these symbols be used strategically to help the players better
understand their viewpoints regarding the theme?
Counterpoint
If the player characters represent the primary argument of
the theme, what in their background, personal goals, and
motivations reflect a different perspective? How can other
views be woven into a subplot for the player characters to
show other pros and cons of their thematic stance? Can other
elements of their personal history be used in subplots to show
facets of the impacts, rewards, and complications made
possible by your stance on the theme?
Antagonists
Who is the bad in the adventure? How can they represent
the opposing thematic argument? Is the most appropriate type
of character to fill the role of antagonist someone already
opposed to your stance, or do they go to the other side
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throughout your adventure? What personality archetypes,
character classes, or roleplaying templates are best suited to
the opposing forces within your theme? What abilities are
needed to create obstacles in their pursuit of the adventure
goals while making the points you want to demonstrate?
Conflict
How do the conflicts that the antagonist creates reinforce
your argument? In what way does their opposition serve to
show the merits and flaws of the player character stance? Why
does the antagonist need to win the thematic argument,
leading them to generate and escalate the conflict? What does
the antagonist stand to gain if their stance proves correct?
Allegory
How do their backgrounds, motivations, and personal goals
reflect the moral or political point you want to make with your
theme? How can their plans and schemes be used to represent
the opposed stances and forces you choose to explore? What
are the real-world equivalents of their thematic pros and cons
that mapped onto the rationale of the antagonist for creating
conflict?
Symbolism
What image or object can you use to symbolize how the
thoughts and actions of the antagonist connect to the theme?
What might work as a representation of the stance or thematic
force they represent? How can these symbols be used to help
reinforce the thematic point you wish to make through the
beliefs and opinions of the player characters? How can these
symbols be used strategically to help the players better
understand their thematic viewpoint?
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Counterpoint
If the player characters represent the primary argument of
the theme, the antagonist provides a counterpoint by
presenting the opposing view? How can the goals and
motivations of the antagonist be the antithesis of their journey?
Can other elements of their personal history feed into subplots
to help show facets of the thematic argument?
Supporting Characters
Who is the supporting cast in your adventure? How do they
represent other perspectives on your thematic argument? Is
the most appropriate type of character to fill the role of
someone already aligned with your stance or someone who
will become convinced, due to the actions of the player
characters and antagonist, throughout the adventure? What
personality archetypes, character classes, or other roleplaying
templates are best suited to the alternate ideas present within
your theme? What abilities are needed to fulfill the supporting
roles while making the points you want to demonstrate?
Conflict
How does the conflict affect the supporting characters?
Does this reinforce the theme and allow you to show the
alternate perspectives the supporting character represents? Do
they feel the player character thematic stance is the correct
one? Do they think the antagonist's stance adequately
rationalizes the existence of the conflict? What does the
supporting character stand to gain or lose, depending upon
which side wins the thematic argument?
Allegory
What is the moral or political point you are trying to make
with your theme? How does that relate to the motivations and
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goals of each supporting cast member? How can their role in
the adventure be used to represent the stances and forces you
choose to explore within the theme? What are the real-world
equivalents of the pros and cons that you can map onto
individual beliefs and opinions?
Symbolism
What image or object can symbolize each supporting cast
member's connection to the theme? What might work to
represent the perspective on the theme that they represent?
How can these symbols be used to help reinforce the point that
you wish to make through the supporting character? Can these
symbols be used to help players better understand their point
of view toward the opposed arguments within the theme?
Counterpoint
If the player characters represent the primary argument of
the theme, what in their background, personal goals, and
motivations reflect a different perspective? How can other
views be woven into a subplot for them to show other pros and
cons of their thematic stance? Can other elements of their
personal history be used in subplots to show facets of the
impacts, rewards, and complications made possible by your
stance on the theme?
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THEME AND WORLDS
Look at the adventure as it unfolds over the three acts.
Decide what information about the world you need to
establish. What things took place that is prologue, and how can
you connect them to the theme? What cultural, political, or
religious beliefs or traditions provide context for the thematic
conversation you want to have? What elements of the world
itself do you need to explain to make the adventure’s goal,
obstacles, and stakes make sense in the context of the theme?
Elements of a World
A handful of significant elements need development when
creating a setting. You can read more about these in Building
Worlds, published by Dancing Lights Press. Below is a synopsis
of these essential worldbuilding elements:
Premise: This is a concise summary of the world. It
outlines the central conflicts, describes significant characters,
and explains history up to the present moment. Use this as the
logline, the elevator speech, or the synopsis for players.
Genre: Spend some time thinking about what makes a
setting appropriate for the genre. Weave those elements
through all sections of worldbuilding to reinforce the premise.
Context: For our purposes, context is the era and location
of the setting. For an entirely fictional world, consider what
real-world analogs might be. Use familiar elements from
history as templates for cultures and events.
Theme: What the gamemaster and players are trying to say
through the setting. It is what the campaign is about on a high
level. Determine the core philosophical conflict running
through the world, like good versus evil or the individual
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versus society. Develop a default stance, and learn how to use
this to give your worldbuilding depth and layers of complexity.
Stakes: Stakes are what may be won or lost in the central
conflict. Figure out the motives of individuals, organizations,
and civilizations. Create attractive rewards and unpleasant
complications that fuel conflicts, including cultural, religious,
and political issues.
Locations: The most significant places in the world should
be detailed. Work bottom-up and create things from small to
large. Then reverse it and work top-down. Create only as much
material as you need to, in the level of detail required. Allow
space to add things later.
Environment: The terrain, ecology, and atmosphere
constitute the environment. Choose the sorts of hazards and
benefits the area offers. Add details that make the setting live
and breathe as you create texture for the characters and
adventures.
People: Your world needs to be populated. Create cultures,
nations, and organizations like institutions, religious
hierarchies, and political movements. Detail some historical
figures and influential people.
Technology: Work out the physics and engineering of your
world. It does not matter if the technology is spellcasting or
spaceflight. Understand how things work and what the
limitations are. Create the systems that align with mechanics to
ensure a smooth and consistent experience.
Events: This is the essential history. Resolve how the
current central conflict came to be. Establish what had to
happen to bring the world to this point. Detail any cultural,
religious, or political forces with the setting that might need
further explanation.
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Vocabulary: Specialized jargon can help strengthen the feel
of the setting. Select appropriate genre terms, develop
languages, and create slang unique to your world. Give players
words that help to achieve immersion.
Conflict
How do the larger forces shaping the world create thematic
conflict? Do the religious, political, and cultural factors at odds
with one another have stances or approaches to your chosen
theme? In what way does achieving the worldbuilding create
obstacles for the player characters in terms of them winning
the argument? What does the antagonist stand to lose if their
stance on the theme proves invalid? How will winning the
thematic argument change the world?
Allegory
What is the moral or political point you’re trying to make
with your theme? How does that relate to the elements you
want to use in the setting? How can cultures, communities,
religions, and political ideologies be used to represent the
stances and forces of the theme? What are the real-world
equivalents that you can map onto worldbuilding elements?
Symbolism
What image or object can you use to symbolize the beliefs,
traditions, and other elements? What might work as a
representation of the opposed thematic stances? How can
these symbols be used to help reinforce the point that you wish
to make with the adventure? How can these symbols be used
strategically to help the players better understand the theme
within the context of the setting?
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Counterpoint
How do elements of the setting represent the primary
argument of the theme? Is there an opposing cultural
movement, theology, or political belief present for the stance?
How can elements be woven into a subplot to show depth,
texture, and other perspectives? Can worldbuilding be used in
subplots to show the impacts, rewards, and complications
enabled by your stance on the theme?
Elements of Context
Where and when does your adventure take place? Like
genre, context will set some boundaries and do a lot of
narrative work for you. It will give you a backdrop for events,
cultures, and available technology. Historical periods provide
context and an instant sense of setting. Almost any theme can
work with any place or time you choose to set your adventure
if you are willing to make it work.
Again, the theme is supposed to be universal. While the
location and period of your adventure should capitalize on
what makes it unique, you should also target the elements that
will be familiar to the players so that they can relate on a
personal and emotional level. Find the pieces of the context
that best serve your thematic needs, and focus on those rather
than other, less essential elements of the setting.
Conflict
How does the place and time of the adventure connect to
the player characters winning the theme’s argument? What
elements of the location and time lend themselves to thematic
conflict? How can the unique components of the setting signify
that the player characters have won the argument? Why do the
player characters need to succeed against what else is going
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on? What does the antagonist stand to lose if their stance on
the theme is proven invalid?
Place and time will shape the nature of the conflict based on
the attitudes and resources available. What characters will
fight for and how those are resolved feed into the moral,
ethical, and political status quo. When combined with thematic
elements, your adventure’s conflicts can become engaging.
Allegory
What is the moral or political point you’re trying to make
with your theme? How does that relate to the backdrop of this
place and time? Are there modern-day events that echo the
events of this location and period so that your setting itself
becomes a sort of allegory? How can place and time represent
the stances? What real-world equivalents of historical elements
can you map onto the theme?
The point of your theme must align with the morals and
ethics of the context you’re using, even if the politics, religions,
and cultures don’t align. The players have to be able to see that
the events of the adventure somehow mirror modern problems
and issues. Think about other things within the context that
can stand in for contemporary elements that don’t exist in the
setting but can fulfill the same functions.
Symbolism
What image or object can symbolize thematic elements in
this location and time? What might work as a representation of
the opposed thematic forces in the context of the setting? Why
are these symbols unique to the place and time? How can these
symbols be used to help reinforce the point that you wish to
make with the adventure? How can these setting-specific
symbols be used strategically to help the players better
understand the theme?
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Most historical periods and cultures have their iconography.
Fashion, architecture, technology, even things like weapons,
uniforms, and flags can indicate to the players when and where
the adventure takes place. Think of ways these objects could
stand in for concepts, ideas, and issues. Make the setting’s
existing symbols take on a new meaning from the vantage
point of the players’ contemporary context.
Counterpoint
How do elements of the place and time represent the
primary argument of the theme? Is there a set of elements
within the setting for the opposing stance? How can this
location and period be woven into a subplot to show the other
side of the theme? Can historical events be used in subplots to
show facets of the impacts, rewards, and complications made
possible by your stance?
Counterpoint can show the differences between modern
attitudes and historical points of view. The player characters
have to reflect contemporary opinions. Supporting characters
can demonstrate the morals, ethics, and general status quo of
the setting. You can explore the world more deeply without
risking the loss of your connection to the players.
Elements of a Location
Every scene has to take place somewhere. If you plan things
out, you can create some recurring locations that represent the
pros and cons of each thematic stance. Good things that
support the player characters’ side will happen in some places,
and bad things that seem to undermine that stance and
support the antagonist’s view will occur in others. Look at
what has to happen in the adventure and figure out the most
thematically appropriate place to have those things occur.
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Conflict
How does the location support having a thematic
argument? How do the location, the people, or the events
challenge one of the forces within your theme? Is there
something about the context that supports one stance or the
other? How will the place be affected if the player characters
prove your thematic point or if they are unable to and the
antagonist wins the argument of your theme?
Allegory
How does your thematic point relate to the locations you
have chosen? How do they represent the stances of your
theme? Are there real-world equivalents that you can map onto
different sorts of places?
Symbolism
What image or object can symbolize thematic elements in
different locations? What landscaping, architecture, or
furnishing and decor might represent each stance of the
theme? How can these symbols be used with other elements to
help reinforce the point that you wish to make with the
adventure? How can these symbols be used strategically within
locations to help the players better understand the theme?
Counterpoint
How does a particular location, perhaps a place associated
with the player characters, represent the primary argument of
the theme? Is there an opposing location for a counter-
argument where the antagonist hangs out? Can they be woven
into a subplot, show the other side of the theme, or show facets
of the impacts, rewards, and complications made possible by
your stance?
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THEME AND ADVENTURES
Some elements of your adventure will be better choices for
expressing the theme than others. Examine all of them to see
how the core argument can be reflected or reinforced. You can
always ease off if you feel that you’re being too heavy-handed.
Look things over beforehand to recognize the opportunities
you have. The following explored various adventure
components and ways that you can inject thematic ideas into
them.
Elements of an Adventure
When creating character backgrounds, work with available
campaign information. Keep both established and implied
elements in mind. You can learn more about adventure design
elements in Building Adventures, published by Dancing Lights
Press. Here is a synopsis of these essential storytelling
elements:
Premise: Developing a concise summary of the plot.
Understand the adventure goal, the antagonist’s motivation,
and the major obstacles. Use this as the guiding statement to
prevent concept drift as you flesh out the adventure.
Stakes: Establish rewards for achieving the adventure goal.
Communicate what the complications for failure will be.
Determine reasons for the characters to take up the call to
adventure and ensure that the stakes affect the characters and
the world around them. Create emotional resonance.
Obstacles: Determine what stands between the characters
and the achievement of the adventure goal. Work out rising
action so that the difficulty and the stakes slowly increase as
they get closer to achieving the goal.
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Beginnings: Create a persuasive call to adventure and
establish a clear adventure goal. Determine how the characters
will enter the adventure and provide a clear path to get started.
Middles: Generate challenges for the characters, and
provide opportunities to achieve the adventure goal. Introduce
the clues and resources required to resolve the adventure.
Endings: Set up exciting ways for the characters to achieve
the goal. Allow for failure as a possible outcome. Freely and out
rewards and complications. Wrap up loose adventure threads
to ensure a satisfying conclusion.
Campaigns: Understand how adventures will fit together
into a larger narrative. Track continuity, and foreshadow future
adventures. Leave room for player contributions. Allow for
outcomes that do not go according to plan.
Premise
Try to sum up your adventure in a single sentence. Who are
the player characters? What are they trying to accomplish?
What’s the obstacle that keeps them from doing that? This
summary is your premise.
“A band of adventurers seeks a fabulous treasure, but they
have to slay a dragon to get it” is a premise. “Homicide
detectives try to catch a serial killer before he strikes again” is a
premise. “Young lovers struggle to be together as their families
work to keep them apart” is a premise. It doesn’t have to be
complicated but has to be accurate.
Once you have the premise of your adventure, then you can
align it with the theme you want to explore.
If your adventure is a discussion, there is the side you’re
taking or the point you’re trying to prove within that
discussion. The premise can help you to state your position
upfront. The descriptions of the player characters, antagonist,
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goal, and obstacles can all provide the players with clues to
your theme and the ideas you plan to explore. This thesis
statement sets an expectation for the players so that you can
use the adventure to explain and defend your position.
Goals
What objective do the player characters have to fulfill for
the adventure to be complete? This task is the adventure’s goal.
In a love story, the lovers are finally able to be together. In a
quest adventure, the hero returns with whatever object he set
out to find. In a payback story, the primary character gets
revenge against someone who wronged them. Everything has
to build toward the goal.
When you layer them into the adventure, the goal has to
demonstrate the conclusion you want the players to draw. You
will have proved the point that you want to make. It ends when
you’ve completed your conversation about the theme.
Conflict
How does the adventure goal reflect the winning side of the
theme’s argument? How does achieving the adventure goal
signify that the player characters won the debate? Why do the
player characters need to succeed? What does the antagonist
stand to lose if their stance on the theme proves invalid?
When you know what stands between the player characters
and the adventure goal, you can work out what conflicts will
arise and the obstacles the characters will need to overcome.
With the theme, conflicts will arise from counterarguments.
The player characters will need to deal with obstacles that
arise from these thematic difficulties, disproving or weakening
the opposing stance while reinforcing the position you are
taking.
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Allegory
What is the moral or political point you want to make with
them, and how does that relate to other elements? How can
allegory represent the stances and forces of the theme? What
real-world equivalents of the opposed thematic positions can
you map onto your adventure?
Thematically, the player characters aren’t accomplishing the
adventure goal unless they win the argument. Their success
stands in for social change or a moral or ethical victory. The
way they achieve the adventure goal must reflect the values of
your thematic stance and somehow parallel the path required
to make the point in the overall discussion.
Symbolism
What image or object can you use to symbolize the
elements of your theme? What might work as a representation
of your chosen side of the argument and the opposing stance?
How can these symbols be used with other elements to help
reinforce the point that you wish to make with the adventure?
How can these symbols be used strategically to help the players
better understand the theme?
Remember that symbolism can be more than appearance. It
can be word choices used to create an emotional impact. This
approach allows players to connect with the adventure, the
characters, and the theme. You want them to associate your
stance with positive feelings and the opposing arguments with
negative ones. They should have a sense of truth for the
resonance to work. Simply stacking the deck in your favor
through manipulative word choices won’t prove your thematic
point.
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Counterpoint
How does the adventure goal represent concerning the
primary argument of the theme? Is there an opposing goal,
perhaps the antagonist’s objective, for the other stance? How
can other voices in the thematic discussion be woven into a
subplot to show another side of the theme? Can personal goals
of supporting characters be used in subplots to show other
facets of the impacts, rewards, and complications made
possible by your stance on the theme?
Counterpoint is what makes the use of the theme feel like
an actual discussion rather than propaganda. Why other
characters fail while the player characters succeed must
demonstrate that your stance is better. Be honest about
alternate viewpoints, their merits, and their flaws, and your
adventure will have more depth and credibility.
Obstacles
What stops the player characters from achieving the
adventure goal, and how do those obstacles reflect your chosen
theme? There are circumstances, physical challenges, mental
tests, and antagonists working against them, and these should
all have thematic elements. Come up with about five obstacles,
from minor and annoying to the worst possible thing that could
happen, and order them by severity. The one or two challenges
will go into your first act, the worst will be your finale in the
third act, and the rest get shuffled into the second.
Conflict
How does the adventure goal reflect winning the theme’s
argument? How does achieving the adventure goal signify that
the player characters have succeeded? Why do the player
characters need to win the debate? What does the antagonist
stand to lose if their stance on the theme is proven invalid?
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Obstacles arise out of conflict. These include the natural
problems of pursuing the adventure goal, the flaws in your
thematic stance, and the merits of the opposing view. Character
conflicts will arise from opposing points of view, which lead to
the antagonist and even supporting characters creating
obstacles for the player characters. Whether or not the player
characters can overcome these obstacles and how can make
strong statements about your theme.
Allegory
What moral or political point are you trying to make with
your theme? How does that relate to the obstacles the player
characters face during the adventure? How can obstacles
represent the stances and forces the player characters have to
overcome to make the thematic point to the players? What are
the real-world equivalents of the opposing forces that you can
map onto the obstacles to keep the player characters from
achieving the adventure goal?
The actual obstacles the player characters face should have
some meaning beyond the literal. They should reflect the
pitfalls in your thematic argument, whether they are the
weaknesses of the point or the strengths of the opposing
stance. The way the player characters overcomes adventure
goal obstacles should allegorically reflect the defense of your
thematic thesis statement.
Symbolism
What image or object can you use to symbolize your
thematic stance? What might work as a representation of the
opposing argument? How can these symbols be used with
other elements to help reinforce the point that you wish to
make within the adventure? How can these symbols be used
strategically to help the players better understand the theme?
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Adventure goal obstacles can be symbols of the opposing
arguments of your theme. They represent the strengths of the
counterargument and the flaws in your point. Characters,
locations, and props can also be symbolic of the problems in
your theme or the things that must be faced and overcome to
conclude you want to champion within the adventure.
Counterpoint
How do the obstacles between the player characters and
the adventure goal represent the primary argument of the
theme? Is there an opposing set of challenges that the
antagonist must face for supporting another stance? How can
obstacles be woven into a subplot, showing the flaws and
weaknesses of both viewpoints? Can adventure goal and
personal goal obstacles be used in subplots to show other
facets of the impacts, rewards, and complications made
possible by your stance on the theme?
Counterpoint is an effective way to ensure that your
premise is a discussion and not a one-sided screed. Through
subplots, you can show the pitfalls of both thematic arguments.
This approach can reinforce your point while acknowledging
other points of view.
Genre
The genre of your adventure can both open up and limit
that adventure’s possibilities. It does a lot of the work of
creating boundaries, explaining away certain things while
ensuring that other things probably won’t make sense because
the context of the genre is missing. Almost any theme can work
with any genre if you’re willing to do work to make them mesh
together. The two in tandem will gamemaster how you can
express and explore both.
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Remember that theme is supposed to be universal. No
matter how odd the genre might be, the players have to be able
to relate to the argument made. Those involving family,
friendship, or nearly any type of relationship will likely look
different whether you’re using a science fiction setting, a
romantic adventure, and a crime drama. The definition of
family can vary between those genres, as will the role of
various sorts of relationships. The same is true of themes
involving individuals and society. Both the stance and genre
need customization to fit together in ways that make sense,
create boundaries that you can work with, establish
possibilities that the players can understand.
Conflict
Genre can help express the theme while keeping the
discussion universal and identifiable. While the nature of a
struggle and its expression will differ based on the genre, the
emotions will stay the same. Fear, loss, and betrayal will feel
the same in a spy thrill or a comedy, although the length of
those beats may vary.
In what ways can the use of genre elements help to signify
that the player characters have won the moral, ethical, or
political argument inherent in your theme? What does victory
look like in a western versus a war adventure? What genre
elements lend themselves to the side of the thematic discussion
you’re advocating? What can the antagonist utilize within the
chosen genre to aid them in making the opposing argument,
even if their stance on the theme is proven invalid? Genre
tropes can help make your thematic point and connect with the
players without sacrificing elements that drew the players to
the genre.
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Allegory
In many ways, a genre is a form of allegory unto itself,
allowing you to present contemporary, real-world arguments
in a fictional context. It can make cultural, political, and
religious discussions more palatable by de-escalating them.
Alternately, it can provoke, inspire, and satirize those same
issues. Be sure that you have chosen a genre that provides you
with optimal opportunities to leverage thematic allegory.
You need to decide the moral or political point you’re trying
to make with your theme and how that relates to your chosen
genre. What do those elements look like in a romantic
adventure versus a horror adventure? How can familiar genre
elements be used to represent the stances and forces? What are
the real-world equivalents of genre elements that you can map
onto your theme?
Symbolism
What genre-specific images or objects can you use to
symbolize the stances and ideas within your theme? What
might work as a representation of the opposing forces? How
can these genre symbols be used with other thematic elements
to help reinforce the point that you wish to make with the
adventure? How can these genre elements be used strategically
to help the players better understand the theme?
Feel free to bend the standard iconography of specific
genres to your uses. A spaceship can symbolize hope,
exploration, or escape. Magic can represent anything
misunderstood or any secret knowledge. A red rose can
represent a romantic entanglement, positive change, or an
ideology that a character clings to for strength and comfort.
You get to define the genre symbols and their thematic
meanings by the way you utilize them in your adventure.
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Counterpoint
How do genre elements represent the primary stance of the
theme? Are there other tropes for the opposing thematic
argument? Fantasy has magical spells and swords attuned to
light and darkness, order and chaos, good and evil. Science
fiction has non-lethal weapons and others that are cruel and
destructive, and each reflects the ethics of the people wielding
them.
How can genre elements be woven into a subplot to help
show the other side of the theme? Can moral and political
connotations of genre be explored within subplots to
demonstrate the impacts, rewards, and complications of your
thematic stance? Is it ethical to kill monsters in a horror
setting, for example? Are there political or religious
considerations to lovers getting together in a romantic
adventure? These things add weight to both the theme and the
genre and provide texture and depth.
Stakes
What happens to your theme if the player characters
overcome all obstacles and fulfill the adventure goals? What
happens to the thematic argument you are making if they fail
anywhere along the way? Knowing the stakes of the adventure
goal and the theme allows you to create tension, hooking your
players in and keeping the adventure interesting.
The rewards and complications inherent in the adventure
goal should connect to your theme. Player characters gains for
accomplishing the adventure goal should relate to proving your
thematic point. Any consequences should reflect the flaws in
your argument or somehow represent what happens when the
ideology or stance you are trying to champion is not embraced
or outright fails.
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Rewards
What do the player characters get for succeeding in proving
your thematic point? How does this reflect the adventure goal?
Are the rewards intrinsic, meaning that the character can feel
good but doesn’t get much in terms of material compensation?
Are the rewards extrinsic, in the form of money, physical
resources, and status that they can leverage to their benefit
somehow? Do the supporting characters benefit in any way?
How will the world become a better place if they achieve the
adventure goal?
The rewards for the adventure goal and theme should be
the same. One can’t exist without the other. The player
characters achieving the necessary actions to complete the
adventure goal isn’t enough; they have to have done so by
proving the point you were making, championing the thematic
stance you were putting forth. Winning the thematic discussion
is as important as fulfilling whatever task will bring the
adventure to a satisfying conclusion.
Conflict
What are the intrinsic and extrinsic rewards for achieving
the adventure goal? What obstacles stand between the player
characters and their prizes? What other characters also desire
them, and what are they willing to do to get it? How do these
conflicts relate to the overall theme of the adventure? How can
the adventure’s obstacles and the relationships between
adversarial characters be used to reflect the opposing forces?
Allegory
How can gaining the reward parallel the moral or political
point you’re trying to make with your theme? How does that
relate to what path the player characters had to follow to gain
the reward? How can the intrinsic and extrinsic gains represent
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the stances and forces of the theme? What are the real-world
equivalents of winning that theme’s argument that you can
map onto the rewards the player characters might gain?
Symbolism
What image or object can you use to symbolize the highest
ideals of your thematic argument? What might work as a
representation of what the character stands to gain in terms of
self-esteem and self-worth? What material rewards best
symbolize the benefits of winning your thematic argument?
How can these symbols be used with other elements to help
reinforce the point that you wish to make with the adventure?
How can these symbols be used strategically to help the players
better understand the importance of the theme and why
championing this side of the thematic argument is beneficial to
the player characters?
Counterpoint
How does the primary reward for attaining the adventure
goal represent the primary argument of the theme? Is there an
opposing reward for the other stance that the antagonist is
seeking? How can alternate prizes be woven into a subplot to
show the other side of the theme? Can variations of the
adventure goal’s reward be used in subplots to show facets of
the impacts and complications made possible by your stance?
Complications
What happens to the theme if the player characters can’t
overcome the obstacles? How do the complications reflect the
negative things possible if your thematic argument is lost?
What happens to the theme if the goal is unfulfilled? Is it
disproved, or does defeat somehow reflect the need to fight
harder for a cause to ensure these things never happen in the
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real world? In what ways will the world be worse off if the
thematic argument is disproven?
Conflict
What are the intrinsic and extrinsic complications for
failing to achieve the adventure goal? What obstacles lead to
the player characters gaining a problem? What other
characters are also trying to avoid bad things happening or
overcome existing complications, and what are they willing to
do to get through it? How do these conflicts relate to the overall
theme of the adventure? How can the adventure’s obstacles
and the relationships between adversarial characters be used
to reflect the opposing forces?
Allegory
How can gaining personal and plot complications parallel
the moral or political point you’re trying to make with your
theme? How does that relate to what the poor choices or wrong
turns the player characters had to follow to gain the
complication? How can the intrinsic and extrinsic losses and
problems be used to represent the stances and forces of the
theme? What are the real-world equivalents of losing that
theme’s argument that you can map onto the complications the
player characters might gain?
Symbolism
What image or object can you use to symbolize the
opposing side of your thematic argument? What might work as
a representation of what the character stands to lose in terms
of self-esteem and self-worth? What sort of material losses
makes good symbols for losing the thematic argument? How
can these symbols be used with other elements to help
reinforce the point that you wish to make with the adventure?
How can these symbols be used strategically to help the players
35
better understand the importance of the theme and why
succumbing to this side of the thematic argument is
detrimental to the player characters?
Counterpoint
How does the primary complication for failing to attain the
adventure goal represent the opposing argument of the theme?
Is there an opposing complication for the antagonist’s stance?
How can alternate problems and losses be woven into a
subplot to show the other side of the theme? Can variations of
the complication be used in subplots to show facets of the
impacts and rewards made possible by the opposing stance?
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THE CIRCLE OF LIFE
All things end, but new things begin. People die, literally or
metaphorically, but new people are born. This theme is similar
to The Universe Seeks Balance below, but with the idea that all
lives have meaning, and life will go on no matter what happens.
The conflicts and obstacles with this theme will center on
life and death situations. There will be images of renewal and
continuation. Something or someone will end, with a
replacement appearing by the conclusion.
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Alternately, it is the antagonist who resists inevitability.
This action somehow leads to problems for other people.
Breaking the cycle is destructive because it upsets the delicate
balance of life. It is up to the player characters to champion
tradition or hard reality and restores balance.
Allegory
When using The Circle of Life theme, you can use specific
elements of your adventure to represent the broader concepts
of life and the life cycle. Birth and death, for example, can be
represented by events signifying beginnings and ends, creation
and destruction, rather than literal births and deaths.
Symbolism
What sort of universal archetype, associated with the theme
of life, death, and other significant life events, do the player
characters represent? A character can symbolize growing up,
getting old, parenthood, and even the process of dying. What,
then, does the antagonist do? Represent? What might a
prevalent supporting character stand for?
Are there locations that might represent the forces of life,
like hospitals, schools, and family homes? What places might
stand for death or other significant life changes, like wedding
chapels, funeral homes, cemeteries? Do any characters have
props that might symbolize life changes, like specific clothing,
photos, wedding rings, or other mementos?
Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? Can the circle be broken, or are something
inevitable or at least necessary? How can the subplot support
the opposing argument? Can you show people celebrating
tradition or successfully living in defiance of it? Are there other
rewards and complications you can’t explore in the primary
38
plot but could expand upon in a subplot? How can all of these
plots better make the case you want to present with the
adventure’s theme?
Characters
The player characters in a circle of life theme will face some
significant life events. The antagonist is usually an outsider
attempting to resist or alter the status quo. Supporting
characters will offer other views on the primary plot and
showcase the parallels with other life events.
Worlds
Things you need to establish for this theme include how the
people in your setting handle significant life events. This
behavior covers the religious beliefs, political motivations, and
cultural traditions associated with those events. Consider how
people react to deviations from the status quo.
Context
This theme will express itself in the setting through cultural
attitudes toward life, death, and everything in between. Each
place and time will have a different understanding of life and
varied needs and means of dealing with life events. You will
often find this theme in historical or fantasy settings, where
exploring culture is an adventure element.
Locations
Locations need to reflect the theme that life goes on.
Elements of continuity from generation to generation will be
present, providing a history that stretches back and will
continue beyond the adventure and its character. Typical
locations include family homes, landmarks, monuments,
museums, and other stable and reliable places.
39
Adventures
Center the adventure on how the people within the setting
handle significant life events. Conflict stems from religious
beliefs, political motivations, and cultural traditions associated
with those events. Consider how the player characters might
represent the ststus quo or deviations from it.
Premise
The antagonist forces the player characters to face the
reality that there are patterns to life that cannot change.
Genre
Genre elements should reflect the stages of life and how
they are unique within this particular genre. How are life,
death, growing up, aging, and so on dealt with by people in this
genre? This theme is especially popular with the epic fantasy,
historical fiction, and romance genres, all of which can span
generations of characters.
Stakes
The stakes in this type of adventure will reflect the ups and
down of specific life events. The rewards lean toward the
wisdom, experiences, and financial stability a character gains.
Complications will stem from the loss of loved ones,
unexpected and unwelcome change, and the effects of aging.
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CRIME DOES NOT PAY
Honesty is the best policy within the baseline
interpretation of this theme. Good and honorable people will
always succeed and thrive in the end. Criminals will inevitably
face punishment. The crimes don’t have to be severe and may
only be metaphorical. Moral and ethical lapses will have
consequences and selfish choices with coming back around to
bite characters in the behind.
The conflicts and obstacles in this theme will be around
what many people call karma. Justice will be served either
through character actions or acts of fate. There is often an
element of irony involved.
41
Conflict
The opposing forces in this theme are characters
attempting to profit from crime and those trying to either
prevent it from happening or bring criminals to justice after the
fact. The player characters might be either the criminal or the
agent of justice. Obstacles will stem from either the efforts to
bring about justice (if the player character is a criminal) or the
forces that prevent justice from being served (if the player
character is the good guy).
Allegory
A common way to use this theme with allegory is to have
crime not be literal. It can stand in for any moral, ethical, or
legal dilemma. The issue will be opposed by whatever status
quo society seeks to enforce. It may be illegal in the adventure’s
setting, but not in the real world. Justice could represent some
ideal or desired state of culture, religion, or politics. It will find
conflict with agents of chaos, selfishness, and entropy.
Symbolism
What sort of universal archetype, associated with the theme
of Crime Does Not Pay, does the player characters represent?
The antagonist? A prevalent supporting character? Are there
locations that might represent criminal activity, like bad
neighborhoods, criminal hideouts, or seedy bars? How can
those locations be packed with additional symbolism? What
sorts of places, like police stations, courthouses, and prisons,
can be added to represent the side of law enforcement? Do any
of the characters have props that might somehow symbolize
lawlessness or justice?
42
Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? Is crime sometimes justified? Are law
enforcement agents always good, if occasionally flawed,
people? How can the subplot support the opposing argument
by showing other aspects of crime and justice? Are there other
rewards and complications related to the primary stance that
can’t be explored in the plot but could expand into a subplot?
How can all of these plots better make the case you want to
present with the adventure’s theme?
Characters
Within this theme, player characters tend to be either
paragon of virtue or morally and ethically compromised.
Antagonists are the opposite of the player characters,
antagonist to their hero or crook to their cop. Supporting
characters will be regular people caught in the middle, the gray
areas of the theme to explore.
Worlds
This theme requires elements of law and social order to
exist. It will also require reasons people turn to crime,
including greed, socioeconomic disparity, mental illness, and
assorted cultural forces that push people into bad behavior.
Context
A setting with this theme will have elements that reflect the
nature of the crime, law enforcement, and punishment in this
context. Morals and ethics will be explored and say a lot about
culture, politics, and religion. You will often find this theme in
historical settings where crime was a problem or attitudes
were oppressive or barbaric by modern standards.
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Locations
This theme requires places that foster criminal activity and
law enforcement. Elements of authority and rebellion will be
present, including police stations, prisons, crime scenes, and
criminal hideouts.
Adventures
Player characters will face elements law and social order.
The adventure will invove crime, greed, socioeconomic
disparity, or mental illness. Conflict will be with the cultural
forces that push people into bad behavior, or those that
attempt to enforce the expected social norms.
Premise
The player characters learn that there are no shortcuts in
life, while the antagonist attempts to prove otherwise.
Genre
This theme will affect genre by forcing you to look at what
constitutes a crime, how it presents itself morally and ethically,
and how law enforcement and punishment function within the
genre. This theme is especially popular with the crime,
superhero, and western genres, all of which tend to have moral
centers.
Stakes
The stakes in a crime adventure will reflect attitudes
around authority. The rewards lean toward the benefits of
honesty, conformity, and obedience. Complications will stem
from challenging those in power, breaking the system, and
disrupting the social order.
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FAMILY IS EVERYTHING
No matter what happens, the family will always be there.
Family members might be crazy or create problems, but you
can count on them. Taking care of family is more important
than any other personal goals and dreams a character might
have.
Conflicts and obstacles will always involve family members.
It’s a loved one in peril rather than the player characters. The
cavalry that comes to the rescue will be a family member trying
their best to help.
Elements of This Theme
Family is Everything because _______________.
Why does family take priority over everything else? What is
the moral, ethical, or another basis for your stance? Who are
the player characters in this argument, the character that
champions the point of view that drives the adventure? Are
they in favor of the family or pro-individual? Who is the
antagonist, who will defend the opposing side of the argument?
Which side of the conflict do you think will or should prevail?
Why do you feel that side is correct or the inevitable winner?
Conflict
The conflict in this theme is between family and whatever
attempts to draw the player characters away from family. The
opposing force can be anything, including an ideology, an
opportunity, an event, a person, or maybe even an addiction.
Obstacles in this theme include anything that keeps the player
characters away from family or prevents them from
recognizing how important their family is to them.
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Allegory
Any group, organization, or relationship can stand in for the
family. The allegory might not be people but familial
relationships and values broader than any traditionally defined
family unit. The forces competing for attention might
allegorically represent things that tear families apart, like
poverty or infidelity.
Symbolism
What sort of universal archetype, associated with the theme
that Family is Everything, does the player characters represent?
Are they a parent protecting the family unit? A child, conflicted
between finding their identity in the world and fulfilling their
defined role in the family? Who is the antagonist, and what do
they represent? Does a prevalent supporting character
represent some aspect of family values? Are there locations to
home and hearth, or individuality and independence? Do any of
the characters have props that might somehow symbolize the
bonds of the family unit or the values associated with family
relationships?
Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? What are the pros and cons of family roles
versus individuality or reliance on relatives versus
independence? How can the subplot support the opposing
argument? Are there other rewards and complications related
to the primary stance that can’t be explored in the primary plot
but could expand into a subplot? How can all of these plots
better make the case you want to present with the adventure’s
theme?
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Characters
Typical player characters within this theme are individuals
who have but probably don’t appreciate family. Antagonists are
often loners with no family or cut off from them for some
reason. Supporting characters will present different
perspectives on what family means.
Worlds
Worldbuilding for this theme will require determining what
the normative family unit looks like in the setting. You’ll need
to establish the role of the family in society and the
expectations placed on people around marrying, having
children, and caring for parents.
Context
The place and time of an adventure with this theme will
need to shape what form a family takes. What purpose does the
family unit serve in a larger society, and how does breaking
from that status quo affect an individual? You will often find
this in settings where cultural shifts or socioeconomic hardship
are prevalent.
Locations
With this theme, locations must stress family activities and
values. Elements of tradition and the status quo will be present.
Typical places include family homes, schools, neighborhood
parks, places of worship, and vacation spots.
Adventures
Establish a family unit for the player characters, and their
roles within it. Conflict builds around the expectations placed
on them.
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Premise
The player characters must choose between family bonds
and personal goals, as the antagonist tries to lead them astray.
Genre
Choosing this theme will impact the genre by possibly
redefining family and changing the types of things that pull
families apart. Personal goals will reflect genre possibilities.
This theme is especially popular with the literary fiction,
historical fiction, and romance genres.
Stakes
The stakes in a family adventure will reflect the family
values that you wish to promote. The rewards lean toward the
benefits of strong bonds and healthy relationships.
Complications will stem from trying to do things alone or
against the social mores or family traditions.
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THE POWER OF
FRIENDSHIP
You can’t choose your family, but you can pick your friends.
They are there through thick and thin, sharing experiences and
having each others’ backs. Maintaining friendships is more
important than any other personal goals and dreams a
character might have.
Conflicts and obstacles will always involve close friends. It’s
the best buddy in peril rather than the player characters. The
cavalry that comes to the rescue will be people that are always
there to help.
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the player characters away from their friends or prevents them
from recognizing how important friendship is to them.
Allegory
Any ally, coworker, or family member can stand in for the
friend. The allegory might not be people but close relationships
and values broader than any traditionally defined friendship.
The forces competing for attention might allegorically
represent things that tear friends apart, like rivalries or other
relationships.
Symbolism
What sort of universal archetype, associated with the theme
that Friendship Is Powerful, does the player characters
represent? Are they moderating a dispute between other
friends? Conflicted between finding their identity in the world
and drifting apart form close relationships? Who is the
antagonist, and what do they represent? Does a prevalent
supporting character represent some aspect of friendship? Are
there locations to hang out together, or individuality and
independence? Do any of the characters have props that might
somehow symbolize the bonds of friendship?
Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? What are the pros and cons of friendship
versus individuality or reliance on close pals versus
independence? How can the subplot support the opposing
argument? Are there other rewards and complications related
to the primary stance that can’t be explored in the primary plot
but could expand into a subplot? How can all of these plots
better make the case you want to present with the adventure’s
theme?
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Characters
Typical player characters within this theme are individuals
who have but probably don’t appreciate their friends.
Antagonists are often loners with no friends or cut off from
them for some reason. Supporting characters will present
different perspectives on what friendship means.
Worlds
Worldbuilding for this theme will require determining what
close friendship looks like in the setting. You’ll need to
establish the role of these relationships in society and the
expectations placed on people around maintaining friendships.
Context
The place and time of an adventure with this theme will
need to shape what form the friendship takes. What purpose
does friendship serve in a larger society, and how does
breaking from that status quo affect an individual? You will
often find this in settings where cultural shifts or
socioeconomic hardship are prevalent.
Locations
With this theme, locations must stress friendship activities
and values. Elements of tradition and the status quo will be
present. Typical places include sports venues, bars,
restaurants, homes, and vacation spots.
Adventures
Establish a friendship for the player characters and their
roles within it. Conflict builds around the expectations placed
on them.
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Premise
The player characters must choose between friendship and
personal goals, as the antagonist tries to cause a rift in the
relationship.
Genre
Choosing this theme will impact the genre by possibly
redefining friendship and changing the types of things that pull
friends apart. Personal goals will reflect genre possibilities.
This theme is especially popular with fantasy, science fiction,
and historical fiction genres.
Stakes
The stakes in a friendship adventure will reflect shared
experiences and values that you wish to promote. The rewards
lean toward the benefits of strong bonds and healthy
relationships. Complications will stem from trying to do things
alone or against the social mores or traditions.
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HUMAN EXPERIENCE IS
UNIVERSAL
Rich or poor, powerful or humble, educated or simple, all
people have the same hopes, dreams, desires, and needs.
Dissimilar people are thrown together and have to find ways to
cooperate, learn about each other, and discover that they’re not
so different after all.
The obstacles and conflicts here will be things that
everyone finds relatable. Growing up, falling in love, finding a
job, making money, and facing death are common expressions
of the theme. It’s entirely about finding resonance so that the
player characters are a proxy for the players.
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handling in a particular way. The struggle can come from
opposed traditions and methods of dealing with a universal
experience, missing that point that everyone goes through the
same thing. The conflict ends when the player characters
accept the universal experience.
Allegory
When using the theme that Human Experience is Universal,
you can use specific elements of your adventure to represent
the broader concepts of life. Birth, for example, can be
represented by events signifying new beginnings, life-changing
experiences, and spiritual awakenings or intellectual
epiphanies rather than literal birth.
Symbolism
What sort of universal archetype, associated with the theme
that human experiences are universal, does the player
characters represent? Are they some form of a traditionalist or
somehow outside the realm of normal human development?
What roles does the antagonist play concerning universal
experiences? What might a prevalent supporting character
represent? Are there locations that might symbolize various
human experiences and how human beings process and deal
with those experiences? What cultural, political, or religious
symbols denote milestone events? Do any of the characters
have props that might somehow symbolize their stance on
milestone life events?
Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? Is their doubt that it’s universal? Are there
other points of view as to the best way to deal with life events?
How can the subplot support an opposing argument? Are there
other rewards and complications related to the primary stance
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that can’t be explored in the primary plot but could expand into
a subplot? How can all of these plots better make the case you
want to present with the adventure’s theme?
Characters
Within this theme, player characters tend to be people most
players find relatable. Antagonists are individuals attempting
to avoid the status quo. Supporting characters will represent
various ways that human experiences demonstrate that we are
all more alike than different.
Worlds
Things that need to be established for this theme to work
are the core shared experience and the way that manifests in
various cultures and communities. You need to develop those
cultures and some history on how traditions and norms
originated.
Context
This theme will express itself in the setting by keying in on
a specific type of experience, like reaching adulthood, getting
married, or facing death. The underlying emotions will be the
same, even though the options available to player characters
will vary. You will often find this theme in settings where some
cultural force is notably different as a way to compare and
contrast historical and modern practices.
Locations
Locations need to reflect the theme that all humans go
through the same things. Elements of the experiences you
choose to highlight will be present. Typical locations include
homes, houses of worship, hospitals, funeral homes, and social
clubs.
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Adventures
Bring the player characters together around a shared
experience. The conflict is with an antagonist that does not
have the same experiences, or rejects them.
Premise
The player characters are faced with other points of view
while pursuing a goal, as the antagonist promotes an
exclusionary way of doing things.
Genre
Genre elements should reflect how some things remain
similar, if not the same, regardless of genre influences. The
players have to see that emotions and outcomes are universal
regardless of changes in genre elements. This theme is
especially popular with the science fiction, fantasy, and horror
genres. It is essential to show that people are still people
despite fantastic or even supernatural elements.
Stakes
The stakes in a universal experience adventure will reflect
the commonalities you want to emphasize. The rewards lean
toward what enriches shared experiences and goes with the
flow. Complications will stem from being an outsider or going
against what is considered normal and natural.
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HUMANITY VERSUS
NATURE
Nature is a massive topic. This theme could pit humans
against the wilderness in a tale of survival, versus extreme
weather, against the inevitability of aging, or any number of
other iterations.
The conflicts in this adventure are outside the ability of
anyone to control. They can survive if they are clever and
resourceful, but they cannot stop things from happening. The
goal may not be to win but to hold out as long as possible.
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Allegory
When using the Humanity versus Nature theme, you can use
specific elements to represent the broader concepts of natural
forces, human nature, society, and civilization. The destructive
forces of weather and natural disaster can represent human
cruelty and violence. The player characters might symbolize
more noble and rational qualities. The antagonist might
represent some aspect of the natural world, and the supporting
character could each embody some desirable or virtuous
human quality.
Symbolism
What sort of universal archetype, associated with the theme
of Humanity versus Nature, does the player characters
represent? Does their appearance reflect some human virtue?
What does the antagonist symbolize? Does their appearance or
behavior evoke some force of nature? Does the names and
mannerisms of a prevalent supporting character resonate with
some symbol of the conflict? Are there locations that might
represent the values of humanity, like a university or a family
gathering place? Do any of the characters have props that
might somehow symbolize forces of nature or the refined
qualities of human civilization?
Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? Will nature always overcome humanity in
the end, putting men in their place, or do humans always figure
out a way to adapt and overcome? How can the subplot
support the opposing argument? Are there other rewards and
complications related to the primary stance that can’t be
explored in the primary plot but could expand into a subplot?
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How can all of these plots better make the case you want to
present with the adventure’s theme?
Characters
Player Characters in this theme lean toward either outdoor
types or the nature-averse thrown into peril. Antagonists
attempt to bend nature to their will or exploit it for their gain.
Supporting characters will have various relationships with
civilization and the natural world to show broader
perspectives.
Worlds
This theme requires elements of dangerous natural
phenomena to exist in the adventure world. The worldbuilding
includes the environment where the adventure takes place and
the science (or at least the rationale) for the weather, tectonics,
tides, animal uprisings, or other events that challenge the
characters.
Context
A setting with this theme will have elements that reflect
how people in the context define their relationship to nature.
They might connect with or be distant from the natural world.
The tools and technologies available might impact those
attitudes, as will historical events. You will often find this
theme in settings where modern solutions didn’t exist or where
attitudes change drastically because of some notable event.
Locations
This theme requires places that reflect the forces of nature
you want to feature. Elements of the outdoors, as well as
nearby communities and dwellings, will be present. Typical
locations include anywhere that fire, extreme weather,
earthquakes, animal attacks, and other disasters can take place.
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Adventures
The conflict involves some natural force. The player
character need to overcome it to reach their objecting. The goal
may be no more than to survive what is happening.
Premise
The player characters attempt to do something considered
unnatural, as the antagonist creates problems by holding to a
traditionalist viewpoint.
Genre
This theme will affect genre in the forces of nature faced
and the tools, technology, and even attitudes displayed in the
struggle. This theme is especially popular with the historical
fiction, western, war, high fantasy, and even science fiction
genres. Weather, wildlife, and other environmental factors can
thwart the plan of the player characters.
Stakes
The stakes in a natural battle adventure will reflect the
benefits and dangers present in the natural world. The rewards
lean toward an appreciation of nature and the bounty of a
natural resource. Complications will stem from not living in
harmony with natural forces.
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HUMANITY VERSUS
SOCIETY
Societal pressure always tries to drive the way we behave
and often limits what we can do. The struggle against this
might make one a pariah, a revolutionary, a criminal, or a hero.
There are a million causes for player characters to rebel against
or champion. The conflict is between what the individual
character wants or knows is right and what society demands.
The obstacles will be people, laws, and institutions invested in
tradition, even when those traditions are irrational, outdated,
or harmful to others.
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characters will have to overcome. There is likely some specific
issue here, with society enforcing an accepted norm and the
player characters challenging that status quo. Obstacles include
attitudes based on the accepted laws, teachings, and traditions,
plus the resources both sides have at their disposal.
Allegory
When using this theme, you can use specific elements to
represent the broader concepts of social institutions, accepted
norms, and individual needs and freedoms. The player
characters, for example, can represent a specific aspect of the
human condition. The conflict of the adventure might be
between two ideals but represent a real-world struggle
between individuals and a source of authority and power.
Symbolism
What universal archetype associated with the theme does
the player characters represent? Is there something about their
appearance or a symbol of their cause that resonates with a
real-world analog? What does the antagonist stand for, and
what motifs can they wield? What movements or values can a
prevalent supporting character represent? Are there locations
that might stand in for real-like authorities, oppressive
organizations, or symbols of individual liberties? Do any of the
characters have props that might somehow symbolize their
point of view and the force they represent within the
adventure?
Counterpoint
Considering the theme as an argument, does the primary
plot favor the individual or the social norm? How can the
subplot be used to support the opposing stance? Are there
other rewards and complications related to the primary
argument that can’t be explored in the primary plot, like
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various permutations of social order or loss of individual
liberty, but could expand into a subplot? How can all of these
plots better make the case you want to present with the
adventure’s theme?
Characters
Typical player characters within this theme are people on
the edge of the status quo. Antagonists are usually the
enforcers of social norms. Supporting characters will be people
who benefit from social stability but could also benefit from
social change.
Worlds
Worldbuilding for this theme requires establishing the
society where the characters live. Demonstrate what they find
oppressive or dysfunctional. There have to be reasons for laws,
religious edicts, or cultural traditions and explanations of why
they are no longer relevant.
Context
The place and time of an adventure with this theme will
need to clearly define the mores of society and the expected
roles of individuals within it. There must be some element that
mirrors a modern problem so the players can relate. It might
also explore some issue that no longer exists to comment on
contemporary society. You will often find this theme in settings
where social upheaval exists or is about to take place.
Locations
With this theme, places must reflect the status quo of
society. Elements of authority and tradition will be present,
including government buildings, places of worship, and
community centers.
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Adventures
Establish how and why the player characters face
oppression. Provide them with the means of eacaping from the
situation. Conflict arises from their desire to be free.
Premise
The antagonist seeks to make life difficult for the player
characters, who pursue a goal outside the accepted status quo.
Genre
Choosing this theme will impact the genre by defining what
society looks like, along with the morals, ethics, and political
views of that society. What the player characters are up against
is often genre-specific and an allegory to a modern-day issue.
This theme is especially popular with science fiction, literary
fiction with a political bent, and young adult fiction genres.
Stakes
The stakes in a social struggle adventure will reflect
whatever social issues you want to highlight. The rewards lean
toward personal freedoms and a more healthy, harmonious, or
prosperous society. Complications will stem from a loss of
freedom and individuality, the collapse of social order, and an
unstable and unhealthy status quo.
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HUMANITY VERSUS THE
UNIVERSE
Throughout the ages, humans struggled to determine their
place in the universe. This theme reflects the work individuals
and societies do to comprehend the universe. It is the process
of finding meaning, developing religion and philosophy, and
understanding science to explain the universe.
The obstacles within this theme are anything that stands
between the primary characters and the truth. This obstacle is
often a lack of information or an inability to deal with a larger
reality. It requires the discovery and testing of ways to gain
knowledge. Conflict comes from the danger of gaining the
truth, including people invested in ideologies shaken by new
revelations.
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spiritual problem that contradicts everything they know or
believe. There are various perspectives to consider, including
information, personal experiences, and testimonials. Obstacles
stem from the complications of taking the wrong stance, an
incorrect decision, and protecting the status quo.
Allegory
When using the theme of Humanity versus the Universe, you
can use specific elements to represent the broader concepts of
social order, science and reason, and human belief. A scientific
discovery, for example, can symbolize a change in social mores
or spiritual values, rather than a literal development.
Symbolism
What sort of broad archetype, associated with the theme of
Humanity versus the Universe, does the player characters
represent? Are they the harbinger of new thought or defenders
of the status quo? What roles does the antagonist take? What
concepts or points of view might a prevalent supporting
character symbolize? Are there locations that might represent
universal constants or human explanations of the world? Do
characters have props representing change, higher ideals, or
greater truths?
Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? Is the universe knowable by humanity, and
if not, is it because of human limitations or failings? How can
the subplot support the opposing argument favoring the status
quo over knowing the objective yet possibly dangerous truth?
Are there other rewards and complications related to the
primary stance that can’t be explored in the primary plot but
could expand into a subplot? How can all of these plots better
make the case you want to present with the adventure’s theme?
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Characters
Within this theme, player characters tend to be deep
thinkers or ambivalent. Antagonists are either locked into an
ideology or mindset or seeking to impose one. Supporting
characters will hold a wide variety of views on significant
issues.
Worlds
Things needed for this theme to work include the truth you
want to explore. Determine the answer you want to present
and the logic of how you got there. Or, you need to be able to
clarify what some things have no answer and require a degree
of faith.
Context
This theme will express itself in the setting through how
people in this context define their universe. There might be
religious or philosophical components, or it might be a matter
of natural sciences as understood within the setting. You will
often find this theme where the view of the universe differs
from modern understanding.
Locations
Locations need to reflect the theme of higher truths and
deep issues. Elements of religion, philosophy, and even science
will be present. Typical places include laboratories, spiritual
centers, and institutions dedicated to knowledge and learning.
Adventures
Establish the truth you want to explore. Determine why the
player characters need to seek it. The conflict arises from
people that do not want the truth discovered, or who want the
knowledge exclusively for themselves.
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Premise
The player characters try to make sense of things
considered beyond human knowledge, while the antagonist
protects traditional thoughts, beliefs, and practices.
Genre
Elements should reflect the constants between the
adventure’s setting and the real world. The player characters
may utilize genre-specific means to deal with the issue or the
same methods the players would have to use, but the emotions
will be the same. This theme is especially popular with the
fantasy, horror, and science fiction genres that can use allegory
and symbolism to portray universal forces.
Stakes
The stakes in a universal struggle adventure reflect what
you want to say about philosophical issues. The rewards lean
toward whatever you feel the characters gain by embracing
your thematic stance. Complications will stem from missed
opportunities and losses from failing to see the larger truth in
your theme’s argument.
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LOVE CONQUERS ALL
Working together, believing in each other, and supporting
each other is essential to happiness. Romantic partners can
overcome adversity, survive hard times, and achieve greatness.
It does not have to be romantic love or course and can be the
love between a parent and child, siblings, a platonic
“bromance,” or a strong female friendship. Unconditional love
is the most potent force of all. Obstacles within this theme will
be anything that works to keep the characters apart. It might
be other romantic entanglements, rivals for the primary
characters’ affections, distance, or conflicting personal goals.
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magical. Obstacles within this theme stem from the conflict
between the needs of the goal and the relationship.
Allegory
When using the theme that Love Conquers All, you can use
specific elements of your adventure to represent the broader
concepts of human goals and behaviors. Pursuing a career, for
example, can be represented by events signifying an alternative
relationship. Love can be a stand-in for intellectual fulfillment,
spiritual enlightenment, or self-actualization. The forces
opposing love can be allegories for cultural, religious, or
political opinions and mores that insert themselves into
relationships and pressure people into having specific types of
“socially acceptable” pairings and expressions of affection.
Symbolism
What sort of universal archetype, associated with the theme
of the power of love to overcome obstacles, do the player
characters represent? Are they a lover who believes or a cynic
who needs proof? What forces does the antagonist stand for —
hate, heartbreak, logic, or another approach to romance and
relationships? What might supporting characters represent?
Are there locations that might symbolize love, other emotions,
or social customs? Do any of the characters have props that
might somehow represent the opposing forces contained
within the theme?
Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? Can love conquer anything, or is that a
foolish gamble? How can the subplot support the opposing
stance while showing other characters not having the same
experiences? Are there other rewards and complications
related to the primary argument that can’t be explored in the
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primary plot but could expand into a subplot? How can all of
these plots better make the case, for or against love as an actual
force, that you want to present with the adventure’s theme?
Characters
Player Characters in this theme lean toward hopeless
romantics or cynics who don’t believe in love. Antagonists
either view love as an obstacle, possibly destructive or have a
rigid definition of what love is allowed to be. Supporting
characters will be in assorted types of relationships in various
stages.
Worlds
This theme requires elements of romance to exist in the
adventure world. There must be traditions, stories, and
possibly secular or religious laws. There should be cultural
obstacles requiring the development of the culture.
Context
A setting with this theme will have elements that reflect the
attitudes toward romantic love, gender roles, and marriage
within the context. These may parallel or be at odds with what
the players find familiar. You will often see this theme in
historical fiction, fantasy, and romance adventure settings.
Locations
This theme requires places that make love and romance
possible, but not too easy. Elements of privacy and
interruption, with mood lighting and gorgeous views, will be
present. Typical locations include charming public places,
riverside walks, beautiful restaurants, dance clubs, and scenic
landscapes.
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Adventures
One of the player characters is in love. There is also a goal
to achieve, that can be personal or a party goal. The conflict is
between the pursuit of the relationship and attaining the
objective.
Premise
The player characters must choose between a relationship
and a personal goal, as the antagonist works to make choices
more difficult.
Genre
This theme will affect the genre by defining relationships
and the obstacles that come between people. The emotions will
be the same, and the problems allegorical to real-world issues
to build a connection with the players. This theme is especially
popular with the romance, historical fiction, and young adult
fiction genres.
Stakes
The stakes in an uplifting love adventure will reflect the
virtues and pitfalls of romance. The rewards lean toward
getting lovers together and the good things that come from
that. Complications will stem from forces wishing to keep
lovers apart and what happens when they deny love.
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OVERCOMING ADVERSITY
Everyone loves characters that can rise above terrible
situations to find success and happiness. It may be the
standard “rags-to-riches” tale or the adventure of someone
who starts high falls low and finds their way back by learning
what matters most to them in their life.
The conflicts and obstacles within this theme can be
anything. The common factor is that they hold the primary
character back from getting what they need, want, and likely
deserve. They will center on that character’s personal goal and
what is necessary to achieve it. The obstacles in the adventure
should relate to the nature of the objective itself, literally or
symbolically, to express the theme.
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Conflict
The conflict in this theme will depend on the type of
adversity that player characters face. It keeps the player
characters from achieving a personal goal and living a
comfortable life. They might be their worst enemy, with
internal conflict, or the antagonist might be a person or force
oppressing them and needs to be defeated. Obstacles here stem
from whatever resources the player characters can bring to
bear, typically unique abilities they possess, and whatever is
maintaining the adversity.
Allegory
When using the theme of Overcoming Adversity, you can use
specific elements to represent the broader concepts of both
triumph and oppression. The player characters’ success, for
example, can symbolize a change in social, political, or religious
mores. Figurative events signifying the oppressive force might
be stand-ins for real-world people, organizations, or
movements, rather than literal obstacles in the way of the
player characters.
Symbolism
What sort of universal archetype, associated with the theme
of Overcoming Adversity, does the player characters represent?
Are they a stand-in for an oppressed minority, a point of view,
or some universal human experience? What does the
antagonist symbolize? What might supporting characters
represent? Are there locations that might stand for obstacles,
resources, or alternative viewpoints? Do any of the characters
have props that might somehow symbolize victory or
oppression?
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Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? How can the subplot support the opposing
stance? Are there other rewards and complications related to
the thematic debate that can’t be explored in the primary plot
but could expand into a subplot? How can all of these plots
better make the case you want to present with the adventure’s
theme?
Characters
Typical player characters within this theme are from a
lower class, with a big dream and no resources. Antagonists
compete for resources or maintain adverse conditions.
Supporting characters will be others struggling in various ways
or who have risen above it.
Worlds
Worldbuilding for this theme will require establishing the
adversity. Demonstrate not only why it exists but why it
persists in this setting. Someone benefits from the lack of
positive change. There may be economic, cultural, political, or
religious ideologies.
Context
The place and time of an adventure with this theme will
need to offer unique or interesting adversity. The hardship
might be specific to the setting or parallel some contemporary
issue, but it has to resonate emotionally with the players. You
will often find this theme in worlds featuring periods of war or
social turmoil.
Locations
With this theme, places must reflect the extremes of
socioeconomic circumstances. Elements of poverty and wealth,
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oppression and freedom, will be present. Typical locations
include homes, workplaces, run-down neighborhoods, and
areas that demonstrate luxury and excess.
Adventures
Establish the adversity that the player characters face. The
conflict is with whoever benefits from maintaining the status
quo. They will need to overcome the issue in order to attain the
adventure goal.
Premise
The player characters have to overcome a hardship that
makes their personal goal hard to achieve, while the antagonist
heaps on more grief.
Genre
Issues player characters have to overcome are defined by
the genre. What constitutes adversity might be a genre-specific
construct beyond socioeconomic class, race, ethnicity, or
religion, although those elements can also take on a genre bent.
This theme is prominent in adventure fiction, historical fiction,
and even romance stories, where it makes player characters
look even more heroic.
Stakes
The stakes in an adversity story will reflect the specific
forces oppressing the characters. The rewards lean toward
liberation, regaining something lost, or claiming something
hidden or withheld. Complications will stem from a lack of
resources or emotional support, a decline in status, and
whatever ideology lies behind the oppression.
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SACRIFICE BRINGS
REWARD
Anything worthwhile requires hard work. No matter how
many obstacles appear or how insurmountable problems may
seem, dedicated and diligent people willing to make sacrifices
will be able to persevere and succeed.
The characters must give up something to get what they
desire. The conflict will be that these are not easy choices.
Sacrifice means losing something of value. The reward cannot
be significantly more valuable than the sacrifice to make the
decisions less obvious and harder to make.
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lose if they fail. The obstacles under this theme arise from the
complications of losing something substantial and the difficulty
in attaining the reward. Additional conflicts can arise between
characters who disagree that the sacrifice is worth making. The
relationship itself might be what the player characters are
called upon to sacrifice.
Allegory
When using the theme that sacrifice brings reward, you can
use specific elements of your adventure to represent the
broader concepts of choice, goals, and loss. What the character
wants, for example, can be an allegory for some social issue.
The sacrifice might stand for comfortable and familiar things
that prevent cultural, political, or religious change. The player
characters’ struggle might reflect some historical event or an
issue that you feel needs to happen in the world. The obstacles
will be allegories for various social forces and alternative
arguments both for and against the stand you are taking with
your theme.
Symbolism
What sort of universal archetype, associated with the theme
of sacrifice and reward, do the player characters represent?
The antagonist? A prevalent supporting character? Are there
locations that might represent hard choices? Do any of the
characters have props that might somehow symbolize the
things that could be gained or lost?
Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? How can the subplot support the opposing
stance? Are there other rewards and complications related to
the theme that can’t be explored in the primary plot but could
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expand into a subplot? How can all of these plots better make
the case you want to present with the adventure’s theme?
Characters
Within this theme, player characters tend to be goal-
oriented and driven, or unmotivated and lazy. Antagonists are
greedy, selfish, and looking for shortcuts. Supporting
characters will be people faced with decisions that could make
or break them.
Worlds
Things to establish for this theme include why the player
characters must sacrifice. It means establishing why it is
valuable, why the reward is rare or hard to come by, and why
obstacles exist.
Context
This theme will express itself in the setting by presenting
risks and rewards unique to the context. Why sacrifice is
worthwhile has to fit the context to be believable to the players.
You will often find this theme in settings where unique dangers
and opportunities, which do not exist in a contemporary
context, can be found.
Locations
Locations need to reflect the theme of giving up things to
gain others. Elements of both nostalgia and change will be
present. Typical places include sentimental homes, childhood
haunts, old historical buildings, and newly constructed
buildings.
Adventures
Establish what the player character want and why.
Determine what is valuable to them that they already possess.
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The conflict is between keeping what they have and attaining
what they want.
Premise
The player characters must choose between two things,
only one of which they can have, as the antagonist works to
make the decision more difficult.
Genre
Genre elements should reflect the sacrifices and rewards
possible within the adventure. These will provide context for
what is and isn’t essential to the player characters. This theme
is especially popular with historical, crime, and fantasy fiction,
where characters take risks in return for fame and fortune.
Stakes
The stakes in a sacrifice adventure will reflect the nature of
the elements to be gained or lost. The rewards lean toward
aspirational things, both intrinsically and extrinsically, rather
than the mundane. Complications will stem from the value of
what characters need to give up and what not having the
reward will mean for the future.
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THE UNIVERSE SEEKS
BALANCE
When things are going well, tragedy strikes. As things seem
to reach their darkest point, something good happens.
Extremes seem to have a way of balancing out, like water
finding its level. Or, possibly, fate enjoys screwing with people.
The obstacles here have to relate to the rewards. They
should always be a like-kind exchange; what’s gained should
never be more important or valuable than what’s lost, or vice-
versa. The conflict often comes in recognizing that the
character isn’t getting ahead or falling behind and accepting
that life has ups and downs.
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required to maintain the unbalanced state and hold off the
opposing force of the universe seeking its level.
Allegory
When using the theme that The Universe Seeks Balance, you
can use specific elements of your adventure to represent the
broader concepts of the status quo. Whatever things the player
characters are trying to stack in their favor, for example, can
signify wealth, status, or natural resources, rather than literal
greed or selfishness. The player characters can stand in for a
real-life person, a culture, or a movement trying to do
something unwise and likely harmful in the end.
Symbolism
What sort of universal archetype do the player characters
represent? Are they a destructive force, like an emotion or an
ideology? What does the antagonist symbolize in this theme?
Can supporting characters stand in for alternate stances and
thematic ideas? Are there locations that might represent
human desire or the status quo of the natural or ideological
world? Do any of the characters have props that might
symbolize the opposing arguments or real-world ideas and
conflicts?
Counterpoint
Considering the theme as an argument, what side does the
primary plot favor? Is it a foregone conclusion that things will
always be a certain way? Can things be changed without
creating a total disaster? How can the subplot support the
opposing argument? Are there other rewards and
complications related to the primary stance that can’t be
explored in the primary plot expand into a subplot? How can
all of these plots better make the case you want to present with
the adventure’s theme?
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Characters
Player Characters in this theme lean toward one extreme or
another and have to learn balance. Antagonists are usually on
the opposite extreme. Supporting characters will be in various
places on the continuum and able to show the pros and cons of
one side or the other.
Worlds
This theme requires that the elements out of balance be
defined. Explain why they exist and the role they play in the
adventure world. The stakes for other characters and the world
stem from how the balance manifests in the setting.
Context
The setting should reflect the culture’s perception of the
universe and its definition of balance. The morals and ethics
might or might not parallel modern values, and the
complications might reflect an incomplete understanding of
the universe. You will often find this theme in settings where
philosophical and religious ideas dominate the culture.
Locations
This theme requires places to represent thematic extremes.
Elements of exaggerated positives and negatives will be
present. They will depend on what forces are out of balance
within your theme and your adventure.
Adventures
Define what is out of balance and how that affects the
player characters. Provide an opportunity to restore the
balance, either to gain a reward or avoid complications. The
conflict is with an antagonist the benefits from the inbalance
and wishes to maintain it or make it worse.
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Premise
The player characters try to tip the scales to one side while
pursuing personal gain. The antagonist attempts to maintain
the status quo.
Genre
This theme will affect genre by determining what balance
means. Is it something measured by religious conviction,
political ideology, or a specific set of ethical standards? What
balance looks like is defined by the status quo of the genre. This
theme is especially popular with the western, war, and literary
fiction genres.
Stakes
The stakes in a balance-driven adventure will reflect the
benefits and drawbacks of the opposing forces. The rewards
lean toward what happens when the balance is in place.
Complications will stem from what happens when one side
becomes dominant.
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COMPARISON AND
CONTRAST
The themes listed above aren’t the only themes available, of
course. You’ll find many others and can make up your own
based on the sort of adventure you want to tell. Many common
themes show opposed forces in conflict and compare and
contrast the relative flaws and merits, ultimately choosing to
promote one over the other. Examples of possible Comparison
and Contrast themes include darkness versus light, faith versus
doubt, good versus evil, life versus death, and pain versus
pleasure.
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characters trying to champion one and the opposing force
pushing back to achieve parity or even clear dominance.
Allegory
When using a Comparison and Contrast theme, each side
can stand in for something larger, like a side in a social issue or
arguments for or against a cultural, religious, or political status
quo. The player characters’ goal, for example, can represent a
call for social change, while the player characters stand-in for
the organization or tradition that maintains the status quo.
Events in the adventure can reflect historical events in the
struggle between the ideas you’re portraying allegorically. The
obstacles represent alternate ideas to be explained, embraced,
or dismissed.
Symbolism
What sort of universal archetype, associated with one of the
contrasting ideas or forces, does the player characters
represent? What does the antagonist symbolize? How can
supporting characters stand in for elements of each thematic
concept? Are there locations that might represent each side of
the argument? Do any of the characters have props that might
somehow symbolize the relative merits and flaws of the
concepts they represent?
Counterpoint
Considering the Comparison and Contrast theme as an
argument, what side does the primary plot favor? How can the
subplot support the opposing stance? Are there other rewards
and complications related to the debate that can’t be explored
in the primary plot but could expand into a subplot? How can
all of these plots better make the case you want to present with
the adventure’s theme?
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Characters
Typical player characters within this theme either have no
informed opinion and have to learn or already champion a
stance. Antagonists might start in the middle with the
character but end up with the opposing side. Supporting
characters will represent other views and opinions, illustrating
the pros and cons of both thematic stances.
Worlds
Worldbuilding for this theme will require establishing both
forces, why each existed, and why they are either in opposition
or competition with each other. Why do some people put up
with the flaws of one over the merits of the other?
Context
The place and time of an adventure with this theme will
need two strong opposing forces. You might also be comparing
the setting’s morals and ethics with contemporary values and
standards and judging the relative merits of each period. You
will often find this theme in settings undergoing significant
social change.
Locations
With this theme, places must show the two forces and
points of view. Elements of both will be present. Typical areas
will be where activities related to each perspective and the
people who champion those ideas reside.
Adventures
Establish what the player characters represent. Create an
antagonist with the opposite qualities. The conflict is over the
principles or ideals that each symbolizes.
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Premise
The player characters and the antagonist represent
opposed forces or ideologies, and only one of them can prevail.
Genre
Choosing this theme will impact the genre by determining
how the opposing forces appear. Genre provides both
possibilities and context for the ideologies to compare and
contrast and the choices available to the player characters. This
theme is especially popular with any genre because it is
universal.
Stakes
The stakes will reflect the decision made about the
opposing forces. The rewards lean toward what each side has
to offer should that be selected. Complications will stem from
the downside of each.
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OTHER THEMES
Here is an incomplete list of other common themes found in
literature and film. Following the previous examples, you can
flesh these out and utilize them in your own stories.
Abuse of power, all people deserve rights, American
exceptionalism, beauty is fleeting, beauty of simplicity, change
versus tradition, chaos and order, childhood is universal,
companionship as salvation, conflicting codes of ethics,
conflicting moral codes, conflicting political views, conflicting
religious views, consequences of arrogance, conservation is
necessary, conspiracies exist, convention versus rebellion,
dangers of ignorance, dangers of ignorance, dangers of
immortality, dangers of jealousy, darkness versus light, death is
inevitable, deception is universal, dedication pays off,
democracy always wins, desire for inner peace, destiny
controls us, devastation of betrayal, difficulty of beating the
odds, dignity in work, dreams can come true, dreams lead to
disillusionment, economics control us, effects of aging, effects
of capitalism on the individual, effects of depression, effects of
despair, effects of dying, effects of failure, effects of fame, effects
of heartbreak, effects of identity crisis, effects of ideology,
effects of isolation, effects of misogyny, effects of random
chance, emotions lead to ruin, empowerment is good,
encouragement yields results, environment needs protection,
escapism is healthy, everlasting love exists, everyday bravery,
evil of hate, evils of greed, existence of angels, experience leads
to wisdom, faith versus doubt, fate and free will, fear can be
overcome, fragility of innocence, freedom isn’t free, future is
unwritten, hardship builds character, hazards of passing
judgment, hope versus fear, humanity is evil, humility is
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rewarded, humor is healing, illusion of power, inner strength
versus outer strength, knowledge versus ignorance, life after
death, loneliness is destructive, materialism leads to downfall,
motherhood is sacred, names have power, nationalism is
dangerous, nature of hierarchy, necessity of change, need for
autonomy, need for common sense, optimism is folly, optimism
is power, pain can be overcome, pain of growing up, past
determines future, patriotism has complications, patriotism is
good, peer pressure is dangerous, perceptions of heroism,
power corrupts, power of beliefs, power of communication,
power of feminism, power of forgiveness, power of gratitude,
power of imagination, power of inspiration, power of the arts,
power of tradition, power of wealth, power of words, prejudice
is destructive, pride leads to downfall, racism is evil,
redemption is possible, religion is hypocrisy, religion is virtue,
role of government, seeking perfection is dangerous,
technology is good, technology is versus tradition, truth in
beauty, value of the arts, vanity is harmful, vanity leads to
downfall, vice can be overcome, war is glory, war is hell, war is
tragedy, weakness can be overcome, what courage means,
wonder of children, working class struggles.
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