Author: London (---.nhs.uk)
Date: 10-22-2004 08:30
I think sometimes that thinking too hard about what the theme for a campaign is can be detrimental rather than constructive. Also, a theme can be limiting, stopping the player from playing the game as he wants rather than as the GM dictates. Especially, telling a player what the theme for a game/campaign is stinks to me of pretension.
Better if a theme is invisible and unmentioned, and if it develops organically rather than being spelt out from the start. Also, better if the theme is dictated by the actions of the players rather than dictating to the players how they should act.
My favourite aproach is to create or choose a setting, let the players decide what sort of characters they want to play within it, and let the players direct where the story goes. Any time I have tried to tell the players what the theme of the game is has always led to frustration.
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