Discussion Topic – Recurring Themes

Discussion Topic – Recurring Themes

Discussion Topic – Recurring Themes

It was brought to my attention recently (thanks, Dylan Ross) that I have a recurring theme in my scenarios and adventures, which is people or things at the bottom of wells. I have a psychic girl in a well in “The Seclusium of Loshe the Living,” a monster in a well in my MotW mystery “Pearl of Wisdom, GA,” a body in a well in “Hester’s Mill,” and several others. I had never noticed this before Dylan pointed it out.

Do you have any recurring themes in your games, either intentionally or by accident?

42 thoughts on “Discussion Topic – Recurring Themes”

  1. Daniel Fowler I think there was a sweet labyrinth move on a DR podcast that involved discarding trinkets in favor of finding the treasure/exit l at the end of a maze. Either way, I like that idea of making awesome things, and then giving an option to sacrifice them. S’good motif.

  2. Daniel Fowler I think there was a sweet labyrinth move on a DR podcast that involved discarding trinkets in favor of finding the treasure/exit l at the end of a maze. Either way, I like that idea of making awesome things, and then giving an option to sacrifice them. S’good motif.

  3. Heartache and strife make for heroes. Probably why I love Mouse Guard so much.

    Also, villains that are not easy to disagree with. Sure, they’re taking over the world in the worst possible way but…damn if they don’t have a point.

  4. Heartache and strife make for heroes. Probably why I love Mouse Guard so much.

    Also, villains that are not easy to disagree with. Sure, they’re taking over the world in the worst possible way but…damn if they don’t have a point.

  5. I think the labyrinth move was Jason’s not sure about discarding treasure. I meant that I tend to find obvious magic weapons boring in favor of usefull gadgets.

  6. I think the labyrinth move was Jason’s not sure about discarding treasure. I meant that I tend to find obvious magic weapons boring in favor of usefull gadgets.

  7. We have a recurring NPC called Big Fishy Bob that’s spanned multiple game universes. He most recently showed up as a sailor in Eberron called “Aboleth” Robertson.

  8. We have a recurring NPC called Big Fishy Bob that’s spanned multiple game universes. He most recently showed up as a sailor in Eberron called “Aboleth” Robertson.

  9. As a player I often do naive characters who really follow an utopian ideal or I am going for “bad people simulator” and play the worst one. Especially in long campaigns i often go for one of these extremes.

  10. As a player I often do naive characters who really follow an utopian ideal or I am going for “bad people simulator” and play the worst one. Especially in long campaigns i often go for one of these extremes.

  11. Redeemable villains, airships, were-creatures, dinosaurs, loveable hirelings, undead, Porcelain Pigs of Prosperity, a recurring Death character, angels, a goddess of the stars and night, smart goblins who captain ships, portable towers…. and gnolls. I think that’s everything.

  12. Redeemable villains, airships, were-creatures, dinosaurs, loveable hirelings, undead, Porcelain Pigs of Prosperity, a recurring Death character, angels, a goddess of the stars and night, smart goblins who captain ships, portable towers…. and gnolls. I think that’s everything.

  13. The villain in your Carcosa game was at the bottom of a big circular pit. Does that count as a well?

    For me: Airships, ships, water, extreme weather. I also like having sides/fronts with good and bad tied to them.

  14. The villain in your Carcosa game was at the bottom of a big circular pit. Does that count as a well?

    For me: Airships, ships, water, extreme weather. I also like having sides/fronts with good and bad tied to them.

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