Okay, first of all, let me address why you’re reading this on a Monday. I’ll make it quick. The Megadungeon for this week needed a little extra work. There were some issues with it. And last week was far crazier than I anticipated. But, I absolutely wanted to make sure you all got your Megadungeon article for this week. I decided to flip things around. In a few days – Wednesday or Thursday – you’ll get the Megadungeon article. Meanwhile, today, you get the Feature Article. Are we cool?
Good.
Second thing, this article is one of those unplanned things that has been created by a bunch of feedback from previous articles. Specifically, it comes from the confluence of three things. And I want to get it out there now so I can lay the groundwork for something coming in mid-July. Which is also the result of feedback. This is going to be a rambly, bulls$&%y article. But I’ll make up for it next week by doing some more adventure building crap. And then I’ll pay it off with something cool. Are we cool?
Good.
On with the Long, Rambling Introduction™!
In the last couple of articles, I’ve discussed a lot of fluffy narrative bulls$&% like story structure and plot points and archetypes and things. And whenever I discuss fluffy, narrative bulls$&% – and refer to it as such – I always get a bunch of people who tell me they like the fluffy, narrative bulls$&%. They tell me “the math is easy, I don’t need math help, I dig the fluffy, narrative bulls$&%.” Which is funny because, every time I do boring, heavy crunch – and refer to it as such – I always get a bunch of people who tell me “I don’t need the fluffy crap, I can write stories, I like the boring, heavy crunch.”
Now, everyone thinks that their opinion on the FNBS or the BHC is some sort of f$&%ing revelation. Or that it is somehow significant. Guess what? It isn’t. It doesn’t tell me anything except that I’m right. You’ll notice that I try to alternate, as best I can, between FNBS and BHC. You know why? Because both of them are equally important and have to work together in a role-playing game. And because half the people in the world need help with one. And half the people in the world need help with the other.
Long story short: if your only input is “more of this; forget the math stuff” or “more of this; forget the fluff stuff,” please don’t f$&%ing bother. And stop being f$&%ing selfish. Let me talk to everyone. I’m glad you’re a f$&%ing narrative genius or mechanical prodigy – even though I don’t actually believe you’re as good at either one as you think you are, or else YOU’D have this blog, and I could do something else with my life – but you’re not my only audience.
That said, I do sometimes actually ASK for feedback in my articles. Like when I asked whether people want more crap on the Monomyth and plot points and archetypes. Lots of people said yes. Okay, fine. There’s a demand for that. I’m coming back to it. But not today.
What I’m doing today is dealing with a couple of OTHER things I DIDN’T seek feedback on, but on which I got actual USEFUL feedback nonetheless. Not just “more fluff; crunch is stupid.” See, a long time ago, I teased people by saying I’d come up with a neat, useful way of building a small pantheon for a setting that proved that five was the absolute best number of gods if you planned to use your gods to drive a story. And people remembered that and brought it up in the comments of the last post. I forgot. Sorry.
But that’s not all. The other thing that happened was that I pointed out that D&D’s ORIGINAL alignment system started as a reflection of the Overworld and Underworld dichotomy that Campbell was prattling on about in his Monomyth before it got ruined. And I may have dropped a comment about how part of what ruined it was trying to ham-handedly slap the “conflict” between Good and Evil over the top of the two worlds of the Monomyth. Which is stupid. Especially because Good vs. Evil is a terrible conflict for long-term storytelling. In fact, Good vs. Evil is actually a non-conflict. People only think it’s a conflict because people don’t understand conflict. The narrative tool.
So, I’ve decided to throw out another article on fluffy, narrative bulls$&% – which fifty percent of you will cheer and fifty percent of you will boo and I will one hundred percent not give a s$&% to hear any of it so keep it to yourself. This one is about narrative conflict. Conflict as a theme. And the reason I’m doing is that is because absolutely every last bit of mythology you create for your D&D world exists to exemplify thematic conflict. Yeah, how about that.
And, just a warning, this is an article that will talk about highly contentious issues like alignment systems and morality. And some of you won’t agree with what I have to do. And you will decide to make it about anything other than the best way to tell a story. Guess what? I don’t give a s$&% about that either. I’m watching my comment section. I will get rid of any comment that goes beyond the idea of narrative conflict as a storytelling device, or that argues the utility of alignment systems. And if y’all can’t behave, I will just f$&%ing shut off comments. Because I don’t have time to moderate you right now. I’ve got a Megadungeon that’s behind schedule and a book to finish.
Are we cool? Good. We’d better be.
Conflict: Not Just for Fighting Anymore
You cannot have a story without conflict. At least, you can’t have an interesting story without conflict. I hope you know that much by now. In the past, I’ve talked about conflict between story elements. Specifically, I’ve talked about conflict between different sides in an encounter. I actually defined an encounter as a scene that offers a dramatic question and then puts a conflict between the heroes and the resolution of the question.
“Can the heroes safely cross this bridge? Maybe. But they are going to have to deal with the monstrous goat that tries to eat anyone who crosses the bridge.”
At the time, I pointed out that conflicts were things that happened between goals, not between people and things. And if you don’t understand that as a GM, well, you’re going to suck at dealing with the unexpected. I mean, look at that goat situation. If you think the conflict is between the PCs and the goat, you can’t do anything except run a combat. But if you understand that the PCs don’t care about the bridge itself, they just need to be on the other side of the river and that the goat is just hungry and lazy and has set up shop here because it’s an easy place to ensure a steady stream of hapless food is always walking by, you can handle the unexpected. What if the PCs decide to run? Will the goat chase them? Probably not. He knows more people will come and he’s lazy. Can the PCs run? Sure, they can try to find another river crossing. That’s very different from if the PCs were sent to secure the bridge. Or if the goat was actually set there by a goat god to prevent anyone from ever crossing the river for some ridiculously convoluted reason. Or if the goat is a goat assassin who was sent to ambush the PCs and stop them from completing whatever mission they have.
The point is that conflict occurs because two incompatible ideas have suddenly run right up against each other and something has to give. At least, dramatic conflict is like that. The conflict in an encounter is like that. And you can think of the heroes and the obstacles they face as embodiments of the ideas that are in conflict. The monster goat is just a sheet that you drape over the spirit of the natural world’s impersonal cruelty. The wilderness is a dangerous place where you either kill or be killed, and it is dominated by clever predators who figure out how to survive by expending the least necessary energy. The bridge is a trapping of civilization. It represents civilizations ability to expand, to cross boundaries, and dominate nature. Of course, those trappings succumb to the wilderness if not constantly guarded. They can be taken by the wilderness.
I know, fluffy narrative bulls$&%. But it’s also true.
Now, generally, a story or a scene in a story – on, in our language, a campaign, an adventure, or an encounter – a story happens because a preexisting potential conflict suddenly becomes an actual, real conflict. The monster goat thing wasn’t a problem until the heroes needed to cross the bridge. Yes, nature is full of dangerous, chaotic creatures, red in tooth and claw, but as long as they are out there, and we are in here, that isn’t a problem. When something changes, though, when we go outside, suddenly, we have to roll initiative. Or stealth. Or whatever.
The point is, all around us, there are all sorts of incompatible ideas floating around. But they aren’t always in conflict. It isn’t until two incompatible ideas – embodied by characters or creatures or natural forces or events or objects – until two incompatible ideas are forced into a confrontation that an actual, dramatic conflict. But those ideas are always there.
And, when it comes to storytelling, nothing can come from nothing. You can’t just suddenly pull stuff out of you’re a$&. The audience gets pissed off. And, in interactive storytelling, pull s$&% out of you’re a$& is actually a bit of a screwjob.
Look at it like this: if the PCs are just walking through a perfectly normal, civilized city they’ve been in for weeks, and the monster goat jumps out from under some bridge in the city to eat them, that just doesn’t work. At the very least, after they kill the goat, they’d be asking a lot of questions about where that goat came from and why it was there and if anyone knew about it and whether it was a monster specifically sent to attack them. In short, they’d want to know “what the actual f$&%?!”
The same goat popping out from under some frontier bridge far from the nearest city? Yeah, sure, that’s fine. Roll initiative, slay the thing, and move on.
That’s because the players – the audience – understand that there is a potential conflict between the wild, untamed wilderness and the civilized world. It’s built right into the core of the game world. If you wander away from civilization, you’re going to find monsters.
And THAT is the idea behind thematic conflict.
Thematic conflict – that’s what I’m calling it – is a potential conflict between ideas that are ingrained in the setting of the story. Something that will pop up from time to time and drive an actual conflict.
The Wheel in the Sky Keeps on Turning
Okay, a thematic conflict isn’t JUST a potential conflict that can suddenly pop out and make the protagonists lives miserable. And that’s because of the idea of “themes.” A theme is a big idea that lies at the heart of a story. Some people like to describe it as the thing the story is really about. But that’s not really fair. Themes are really things the story make us think about. Now, I usually use Star Wars for this. But these days, Star Wars just f$&%ing depresses me. I never thought we’d get to the point of saying “wow, Lucas’ prequels WEREN’T the worst thing to happen to Star Wars.” But here we are.
Let’s look at the Lord of the Rings trilogy. Yeah, The Hobbit movies did their damage, but those are over, and no one’s talking about doing a Strider origin story or asking some moron to remake a movie HE ALREADY F$&%ING DESTROYED SO THOROUGHLY IT DESTROYED THE FRANCHISE. So, yeah…
There’s a big idea that keeps coming up throughout the Lord of the Rings that fate and destiny were at the heart of everything. Gandalf says, outright, that forces may have been at work to ensure Bilbo found the One Ring and that it would pass to Frodo. He also points out that Gollum’s role in the story would be important and that it was a good thing that Bilbo didn’t kill him. Right? And this keeps coming up time and again. Frodo is the only one who can carry the Ring, right? Gandalf and Galadriel both show that even the greatest, wisest, and most powerful would be corrupted by the Ring if they took it. So, does Saruman. And Boromir. Frodo was the only one who could bear the Ring. And, at the end, when Frodo’s will finally breaks, and it looks like he’s not going to destroy the Ring, Gollum suddenly attacks and ends up taking a lava bath with his favorite birthday present. Exactly as was meant to happen.
In the meanwhile, everyone – but especially Frodo – keep questioning why all this crap has to happen? Why does it have to happen to them? Why not just kill Gollum? Why not just give the Ring away? Because, Gandalf keeps basically saying, this is just how it is. But have faith, and it’ll all work out.
Fate. See?
That’s a theme. Fate is a theme.
But, there’s something else going on in the story too. And this is where thematic conflicts become important. Frodo had to choose to accept the Ring, right? That was a big thing at the Council of Elrond. He had to make the choice. He could have walked away. Even Gandalf told him that no one was going to force him to do anything. He had to make that choice. And we know that both Gandalf and Galadriel are wise and good because they refused the Ring when it was offered to them. They chose to do the right thing. And that puts them at odds with Saruman and Boromir, both of whom chose to pursue power despite the danger of corruption. And the fact that Bilbo – and then Frodo – didn’t kill Gollum when they had the chance? Well, that was a choice they made. And that defined them.
That’s because there’s another theme in the book: it’s about free will. It’s about how people are defined by the choices they make, the actions they take. And, moreover, their intentions don’t really matter. Boromir wanted the Ring for the best of reasons. Gandalf admitted he would have wanted it for the best of reasons too. But the Ring itself was corrupt. No amount of good intentions would make that evil act good. Meanwhile, Galadriel admitted her motives for wanting the ring were selfish. She didn’t want to see the power of the other Rings and the elves diminish. And she wanted love. Reverence. She had selfishness in her heart. But she made the right choice, and that made her good in spite of her selfish heart. Saruman and Sauron, of course, had corrupt hearts and made evil choices. Worst of both worlds.
Now, here’s the wacky thing: those two ideas – fate and free-will – are pretty incompatible. If everything happens according to a plan, then there is no free will. And if you can choose to defy fate, fate doesn’t exist. Because you’ll never know whether what happened was in accordance with the plan or in defiance of it. Fate and free will can be pretty incompatible ideas.
And that, kids, is a thematic conflict. A thematic conflict occurs when you have two ideas floating around in a universe that keep popping up and getting into fights. Is there fate in Middle Earth? Absolutely. Do people have free will? Most certainly. What happens when those two things are at odds? Well, that just keeps coming up time again. When Frodo offers the Ring to Galadriel, he’s defying fate. That works out pretty well. Galadriel is smart enough not to accept it. When Boromir tries to take the ring, he’s balking at fate. That kills him.
You can think of thematic conflicts as the narrative equivalent of natural or metaphysical forces. They swirl around the story. And when they collide, they create conflict. Sometimes, it’s large-scale conflict that shapes the whole story. Sometimes, it’s just little conflicts that affect only a single scene. And all of the things in the story, from characters to monsters to natural disasters, at any given moment, those things might become the agents of those forces. They are the proxies that fight out the conflicts.
All Part of the Same Show
Okay, let’s stick with themes for another minute and put thematic conflicts aside. Because themes are important. You might think this theme stuff is the sort of s$&% that only liberal arts majors care about, the sort of thing they argue about while they are putting too much foam on your f$&%ing latte as if you’re happy to pay $5 for a cup of f$&%ing AIR… sorry…
Look, this theme stuff ain’t just the stuff of useless degrees that won’t get you a real job. Themes play an important role in stories. They tie the story together. Stories can be big, complicated things, filled with scenes and major and minor plots and character arcs and all sorts of s$&%. I mean, the Lord of the Rings is like twelve f$&%ing hours of movie. And there’s a LOT going on in there. Themes tie everything together. They help the story feel like one story instead of a series of vignettes and anecdotes and random bits and pieces of nothing.
Now, most stories have a bunch of different themes. The Lord of the Rings is also about the corrupting nature of power. Duh. And it’s about mortality and the fear of death. It’s about progress and technology. And more. But most stories also don’t have that many major themes. Usually, you get a good three to five solid, recognizable themes. Depending on the length of the story, of course. And those ideas just keep popping up over and over, mixed and matched in different ways.
And so, they work sort of like a color palette. Wow, pretentious, liberal artsy bulls$&% must be rubbing off on me if that’s my analogy. Sorry about that. But it’s true. They provide a nice mix of colors that look okay together and can be used in a lot of different pictures. But there are few enough colors that you can tell that all of the pictures belong to the same comic book or whatever. The pictures look like they belong together. Get me?
Admittedly, most authors and creatives don’t go too crazy picking their themes. It really isn’t deliberate. It’s more unconscious. Certain themes pop up a few times as they are writing and because they are good at creating stories, they start to get a feel for the themes – consciously or otherwise – and start writing to them. And then, when they revise and edit, they cut off the crap that doesn’t feel like it fits and the whole thing ends up very focused on a few ideas.
But that isn’t the only way. Themes can be conscious things. Or semi-conscious things. And, in episodic works where you have to keep creating new content over and over, themes can provide all sorts of story seeds. For example: let’s say you’re creating some sort of episodic, interactive fiction experience… something, like, oh, I don’t know… a table-top role-playing game campaign. Every week or two, you have to come up with a new episode of your little game franchise thing. You constantly need new stories that are fresh and exciting, but that also feel like they belong to the same game somehow.
DO YOU SEE WHAT I’M SAYING?
Having a sense of the overarching themes of your campaign only helps you create more game. Not only that, but it also helps shape the players’ expectations. Remember when I said that players will happily accept demon goats under bridges in the wilderness as long as they know the wilderness is a wild, untamed, and chaotic place filled with predatory monsters? And themes can be even more powerful than that. If you’re running a long, complex campaign designed to last a year or two, changing themes can signal the end of one plot arc and the start of another. Or the themes can change as the characters go from local to regional to national to cosmic heroes. Themes are another thing that can change to give your campaign a sense of evolution.
NOW let’s talk about the idea of thematic conflicts. Because, if themes are useful tools, thematic conflicts are POWER TOOLS. And I don’t mean weak-a$& s$&% like cordless screwdrivers and Dremel tools. I’m talking REAL POWER TOOLS like f$&%ing impact hammers and table saws and drill presses and pneumatic nail guns. Yeah. REAL MAN TOOLS.
Themes are most useful for setting up conflicts, right? I mean, after all, every story starts with a conflict, ends with a conflict, and is all conflict in-between. Major conflicts drive campaigns. Smaller conflicts drive adventures. And all the rest create encounters. That means that writing good stories is about writing good conflicts. And because you can’t pull conflicts out of you’re a$&, or else it’s the surprise demon goat under the f$&%ing Brooklyn Bridge, it helps to have a bunch of established conflicts already floating around your world that you can pull out in all sorts of different ways and f$&% around with.
Take that free-will vs. determinism thing from The Lord of the Rings. That’s a classic conflict. On the one hand, we believe that the universe functions according to rules. They might be spiritual rules like fate, destiny, and the Will of God. Or they might be scientific rules like the laws of motion and relativity and quantum physics and s$&%. It’s all the same. Rules is rules. But if we can only function according to rules, where’s the role of free will in there? How can we believe we make our own choices? That choice matters? And how can we be held responsible for our choices if our choices are just our brains doing some very advanced chemistry that God designed a bazillion years ago or whatever?
So, those two ideas – the conflict itself – is at the heart of the story. Or the campaign. Sometimes, it seems like fate is handling everything and things will work out no matter. Sometimes, choice is everything and determines who you really are. And sometimes you have the choice to accept or defy your fate. And then you have to deal with the question of whether your defiance of your apparent fate was part of the plan after all.
Good stories don’t just have themes, they have thematic conflicts, two ideas that are forever locked in battle. Or rather, two ideas that are just fine on their own, but that can’t both work at the same time without really making you f$&%ing thing. And, if you’re writing a story and include a thematic conflict, you get three themes for the price of one. You get to play with each of the ideas in isolation AND you get to play with the conflict itself.
Thematic conflicts allow you to set the stage for the narrative equivalent of the battles between cosmic forces. It’s you setting up Heaven and Hell to spend eternity punching it out. It’s you setting up the Philosophers to argue through the ages. It’s you setting the stage for scientists to get into fist fights about relativity vs. quantum mechanics and establish cults to crazy bulls$&% like string theory. It’s you setting up the political parties, the guilds, the factions. A few thematic conflicts at the heart of your campaign give you fodder for battles, wars, arguments, philosophies, religions, guilds, everything. Just look at how much mileage Magic: the Gathering has gotten out of its stupid color wheel thing. Because that thing is about five thematic conflicts. But we’ll get to that in the follow-up. Because that comes right down to setting up a mythology.
Because, here’s the thing, in a magical world like the world of Dungeons & Dragons in which all of the various cosmic forces that shape and control the world are also personified by gods, primordials, angels, demons, and spirits, you have a great way to actually build thematic conflicts right into the f$&%ing game world. And that’s notwithstanding the fact that you have things like magic systems and alignment systems and all sorts of different races to work with. If you build your world right, you can pick a few solid thematic conflicts – a few extra isolated themes – and loop them into everything. By the time the game starts, without you actually doing anything as clumsy as expositing your themes, your players will know – on an unconscious level – exactly what major ideas your game will be about.
It’s just a shame D&D totally dropped the ball on that. 4E had some amazing themes built into the default setting, the classes, and the cosmic factions. But 5E couldn’t be a$&ed. Not only that, but the DMG also couldn’t be bothered to discuss anything actually narratively useful. All of its advice on story boils down to “you know, try to make it a good story that people like.”
Ugh.
Now, I’m coming back to this s$&%. This is just establishing the groundwork, remember. This is just me explaining the ingredients I’m going to use to tell you how to build a great mythology for your universe. And why mythology is so powerful if used properly, from a story perspective. And, honestly, from there, the skies the limit. Because if you understand the themes, you can build mechanics around them. Imagine if the dichotomy between wizards and sorcerers was the same as the dichotomy between fighters and barbarians; if it was about the age-old question of the head or the heart, reason or emotion, logic or passion. And imagine if that was also reflected in the personality system and in the mythology of the world. Not just the mechanics of classes that give sorcerers and barbarians bonuses based on personality and inspiration and give fighters and wizards some other benefit, like how much they know about their opponents.
But I’m not here to bash D&D. Except insofar as I’m always here to complain about missed opportunities in D&D and how things were so much better when.
But I want to end this all by discussing the one classic CONFLICT that pops up in stories and literature and D&D and Pathfinder that ISN’T a thematic conflict. But always gets mistaken for one. And one that actually kills interesting thematic conflicts. Let’s talk about why Good versus Evil is a s$&% conflict for f$&%wits.
Good vs. Evil
Good and evil are not themes in conflict. They are labels. Sorry. Now, I’m not going to discuss all of that moral relativism bulls$&% or the fact that good and evil are objective forces in the D&D. Last time I discussed actual morality, I got all the standard useless garbage from the usual mouthbreathers trying to explain to me how “if you live your life how you want and don’t hurt anyone else, you count as good” and how “evil people are almost always doing things for what they think are good reasons so you can’t have alignments” and how “races that are always evil are terrible and support real-world racism.” All of those ideas are garbage ideas invented by stupid brains. And I don’t want to hear them. Sorry. And that’s not what this is about anyway. What this is about is the fact that good and evil aren’t themes in conflict, they are the author of a narrative taking sides.
Let’s take the idea in the Lord of the Rings of industrialization. Industrialization is an idea. A theme. And it is also evil. It is a corrupting idea. It’s what Saruman is doing. He’s pillaging the natural world for resources. Meanwhile, the pastoral Shire that lives a simple, country existence and is directly connected to the health of the land? That’s good.
Good and evil are labels that can be applied to different themes. Humility and accepting your role in the order of the cosmos, accepting fate? That’s good. Sauron was an angel who wasn’t happy with his place. Saruman was an angel too. Death, mortality, that’s a good thing. The elves who accept that their time is over and leave Middle Earth? Those are the good ones. Arwen chooses mortality. Galadriel chooses to leave Middle Earth. They are accepting their fate. That’s good. Defying fate, fighting mortality, that’s evil.
Now, there’s nothing wrong with that. Except it’s boring. And a little dishonest. You can tell a perfectly good story about the conflict between themes as a battle between good and evil. But it isn’t a human story. It’s not deep. I mean, the deeper themes in the The Lord of the Rings, the ones that really make you think, are things like free will and fate. Because neither one is totally good or totally evil. In fact, it’s free will that enables you to BE good or evil. Your actions, not your intentions, define who you are. But there’s also a plan. And maybe being good is about seeing where you fit in the plan and choosing that. And accepting you don’t know everything. But sometimes defying the plan is part of the plan. Who can know? There’s a plan. But you don’t know it. You have to make the right choices – which are usually the hard choices – and have faith that those choices are the choices that you should have been made. I don’t know.
See, this is the thing: almost all the big ideas that makeup themes are ideas that are most dangerous when taken to their extremes. Industrialization has its good qualities. The industrial revolution drastically elevated the quality of life for pretty much everyone in the world. It drastically increased the production of everything, from food to clothing to all sorts of luxury items. In fact, many things that were luxury items because available at very low prices to absolutely everyone. After some terrible growing pains – because the early industrial revolution was pretty miserable – it also greatly expanded the amount of work available, increased salaries, and ushered in huge social changes that pretty much define the modern world today. It led to capitalism which, as it spread, decreased the amount of abject poverty in the world by an unimaginable factor. It’s what has allowed everyone in the industrial world to have a tiny computer in their pocket that lets them connect to everyone in the world and access all of the human knowledge in the world. And because it has drastically decreased the amount of time people have to spend working to keep themselves alive, it was the biggest increase in free time since advanced plows allowed peasant farmers to take one day off a week in the Middle Ages. Which means, it allows people to pursue hobbies and games.
In short, if not for industrialization, you would not have time to play role-playing games and you would not have access to the technology to read a website about to play them better.
But industrialization is also tremendously efficient when it comes to consuming natural resources and producing pollution. Unchecked industrialization really does destroy everything. It’s like a plague of robot locusts on steroids. Tolkien wasn’t wrong about that whole Ent forest thing. I’m not saying he was wrong. I’m just saying there’s two sides to everything. That’s why we have been developing regulations to keep industrialization in check and why we keep arguing about which regulations we need. That’s why we have started, in the western industrial world, declaring certain parts of the natural world “off limits” to industrialization. That’s why we have labor laws. And why we do research into things like climate change.
The point is, industrialization is neither good nor bad. It’s not wholly evil unless it’s taken to an extreme. But the opposite extreme was also pretty terrible.
And that’s why a good story plays with ideas instead of picking sides. Interesting stories are the ones that play with their themes over and over, putting them in different conflicts and exploring the results, emphasizing different aspects. In those stories, good and evil become complex and nuanced ideas. It isn’t just “industry is evil, pastoral farm life is good.” It’s “these folks represent rampant industrialization taken to an extreme, these impoverished farmers represent stagnation and a lack of progress, these folks represent the idea of industrialization as a positive social force…” and so on. And then you can have complex choices. “The impoverished farmers have the chance to start a coal mine, some are in favor of the good it will bring to the community, some are opposed to the pillaging of the natural resources, and there’s no way to tell how it’ll all work out.”
See, the thing is, conflicts between ideas occur because one idea isn’t automatically better than another. There’s no conflict – in the modern western world – between slavery versus freedom. We don’t enslave people. That’s evil. Everyone recognizes that. Anyone who chooses enslavement is a monster. And we call them out on that. That’s not an interesting conflict because it doesn’t drive lots of interesting choices. But what about freedom versus security? The idea that we want to be free to make our choices, but people can’t be free to hurt or endanger others. Or freedom versus social order. To work together – which is when humans are at their most powerful – we have to share some common goals and ideals. But we also have to be free to find our way. Or else people stagnate, and new ideas don’t happen. Because our other human super-power is intelligence and learning. And you can’t get smart if you can’t explore new ideas. So, there’s one also: progress vs. tradition.
Now, I’m not saying you can’t have good and evil. And I’m not saying your campaign shouldn’t be about an epic fight between good and evil. Honestly, that s$&% is awesome. I’m just saying that good and evil can’t define the major thematic conflicts in your game. And, if you’re smart, you won’t just assign some themes to the goodies and some themes to the baddies. That’s just not very interesting. Honestly, that’s where art becomes propaganda. Art asks hard questions and makes you think, but it rarely gives an answer. Propaganda exists to sell an answer.
Take a question like “do the ends justify the means,” for example. Which is just another way of saying “what defines you, your actions or your intentions?” You might have an answer to that question. But can you conceive of a situation that might give some evidence to the opposite answer? Of course, you can. Might your players answer differently in different situations? Sure. You can build a dozen situations around people with good or bad intentions taking good or bad actions. You can do middle of the road situations. You can do extreme situations. You can play a lot with it. And that makes for interesting role-playing.
But that question doesn’t work without some moral value judgments. You NEED good and evil in the world so that you can HAVE good ends and bad ends and good intentions and bad intentions. And you need a spectrum of good and evil, for that matter. Shoplifting isn’t as bad as eating babies, for example. So, a good intention might warrant shoplifting, but not baby eating. Of course, seeing how even a minor act of shoplifting hurts the shopkeeper might also change the way people see the situation.
The point is, just like in The Lord of the Rings, the thematic conflicts have to play both sides of the moral spectrum to be interesting. The conflicts that are limited to only one side – industrialization is evil – aren’t the ones that drive interesting choices and complex situations. It’s the conflicts that crop up again and again on both sides of the coin – is it what we believe or what we do that defines us; how do we reconcile free will with determinism – that make for interesting stories.
Good and evil have their place. But their place isn’t in the thematic conflicts. Because they aren’t ideas in conflict. They are just ways that the narrator gets to score the sides. And, in an RPG especially, the narrator is the least interesting person to listen to. Sorry, GMs. It ain’t always about you. But if YOU watch what other people with the themes you create, YOU might just learn something.
I never really had the concept of a theme or thematic conflict cemented in my head. Thank you for explaining all of this.
What this is making me think of now is, do ‘small’ themes exist. i.e. with fate vs. free will, both of them are ideological absolute units, and almost universally identifiable for most humans. But what would a ‘smaller’ theme look like, and if you can distinguish themes as such, what would a campaign centered around a much smaller theme or set of themes look like, provided that you limited yourself to only exploring those themes?
Smaller than fate vs free will, but still pretty big, is Order vs Chaos. That can express in multiple ways–Law vs Justice (LN vs NG in D&D alignment-speak), Tradition vs Freedom, Civilization vs Nature, Honor vs (Mercy or Greed, depending).
Having that in mind, you set up conflicts in the campaign world that make the players choose sides, or at least think about the conflicts. Do they help the Great Civilized Empire carry out the ritual to turn the Borderlands into full provinces of the Great Civilized Empire and the next tract of Wilderness into Borderlands? Great. Fight the nice Druids of the Wilderness, because the druids are NOT happy about that.
Another way to look at it is to decide on two beneficial outcomes with different paths. Have two princes both vying for control of a small kingdom with an aging king. Both of the princes have the best of intentions and want the kingdom to be stronger. Prince one wants to do this by creating trade routes and exploiting the natural resources of the land. Prince two wants to do this by consolidating the kingdoms resources and build infrastructure.
Neither of these ideas are bad, but they can create numerous issues if taken too far. Increased trade without the infrastructure leads to a weakened kingdom that is wealthy but has no defense. Too much infrastructure leads to a well defended land that is poor and isolated.
It becomes a campaign of balancing two strongly opposed plans. The group would need to decide who to support and if they need to switch allegiance at some point.
I would say that there are not smaller themes, but narrower, more specific themes. Consider Industrialization vs Harmony with Nature. Within LotR, Industrialization is related to free will, and Harmony with Nature is related with Fate, but there are greater nuances and there are opportunities to reverse the positions; consider the modern world, and how we treat progress as inevitable, as ‘natural’. But narrower theme are likely to have broad themes behind them. In A New Hope, there is a theme is technology vs The Force, but that can be drilled through to progress vs tradition. In Christopher Nolan’s Batman Begins, the thematic conflict is about the use of fear, but fear in that context is just power.
As to how such a campaign would look, it would probably be shorter, assuming exploring theme is the central thrust of campaign. With a broader theme, each arc could explore a narrow form of that theme, and then change to a new form at the end of that arc, providing both an end and connecting it to the rest of the story.
Do you mean smaller in impact, or smaller in application? Any, sure.
You could have a theme of “children should obey their parents” and “children should make their own choices” that plays out in some subplots without endangering the world, or even the PCs, even though most people will have an opinion on where to draw the line*.
And you could have a theme of, say, “The right way to run a blacksmith guild is to focus on quality” vs “lower quality goods for cheap will help the customer and the guild.” Most NPCs might not care, but it could matter very much to a select few which could, in some games, include the PCs.
*”Where do we draw the line” is probably a phrase that shows you’ve done a good job picking a thematic conflict that will be though provoking rather than obvious.
A popular one in a lot of superhero things is Justice vs Mercy: do the victims of a crime deserve closure and a sense of fairness more than the perpetrator deserves a second chance? Should we accept that we and the world are just a little bit broken and a lot unfair in the hope that everyone can be helped, or do we strive to create fairness irrespective of the circumstances? Do we try to help people be better tomorrow than they are today at the risk of failing, or do we secure tomorrow for the people who act well today at the cost of those who act poorly?
Mostly this is expressed by having Batman and Superman punch each other in the face repeatedly, even though both of them are suppossed to represent Mercy at different levels. Wonder Woman’s Justice, but no one wants to see anyone punching her in the face even though we’re meant to see her as just as tough as the other two. And that’s basically why that film sucked, and why the Injustice games’ stories only work with Superman being nothing like his usual self.
Hey Angry, I’m dumb and can’t figure things out on my own, or maybe I’m just lazy, I can’t tell.
You said that you could set up a pantheon with five gods that covered everything. If you run two thematic conflicts that gives you a 2×2 matrix with four points. Where does #5 come in?
Maybe a Matrix isn’t the only way. Maybe that will be in the follow up. Maybe patience is more virtuous than self-deprecation
Wow, I was really confused when you said good versus evil was not a thematic conflict, but now it makes a lot of sense. This is the most useful fluffy article o of yours I’ve read. Thanks.
Thank you. Merci beaucoup. ありがと ごじます. Dzięki.
I look forward to the rest of this idea.
Congrats on your Kickstarter; I was hoping all the goals would be met on the first day.
I see now what you meant by how Overworld vs Underworld was taken as an alignment shortcut; they were mapped onto Lawful (Good) and Chaotic (Evil) without any nuance. Sorry for the confusion.
I’m personally unsatisfied by the standard “technology/industry/knowledge is bad, acceptance of ignorance and tradition is good” story, and breaking the ideas away from the value judgments is a good way around that. My approach had been to emphasise the “knowledge is good, ignorance is bad” angle, where the Luddites are grouped with the couch potatoes in the Bad camp, but examining the themes in different contexts is more elegant.
I also feel the need to plug Erfworld’s take on Fate and self-fulfilling prophecy: Divination magic is still magic, and the energy it spends to create a prediction sticks around as a golem of luck which steers events towards the Predicted outcome. Fate in that world may not be absolute, but it does roll the dice behind a screen. It’s a fun commentary on the in-world philosophical implications of the traditional railroading DM.
I think I may have accidentally found myself into a corner. Easier to get out of than painting myself into a corner at least.
I started thinking that the thematic elements needed that overworld / underworld dichotomy, but I do not see that stated anywhere specifically. I became worried because I may have hosed a duality in the current adventure I am running – technology versus spirituality – because BOTH of the thematic elements are properly within the underworld for the setting/adventure. Both technology and spirituality are well out of the world-they-know.
Discussion question: should thematic elements have that overworld / underworld dichotomy? My gut says usually, but I am curious what others think.
Having both themes a part of the Underworld allows you introduce it to the players in a neutral way. The Overworld is the ‘normal’, so if there is a dichotomy of themes split between Over and Underworld, the players are gravitate towards one because of its association, rather than its value as a theme. The above example, with the hobbits in harmony with nature, in there Overworld, and the industry of Saruman belonging to the Underworld, sets them up as a good and evil.
While not that useful for your specific example, one could introduce the conflict into you Overworld in smaller ways ; in the Underworld, the conflict is violent and extreme, with the sides seeking the destruction of the other without consternation, while in the Overworld, the conflict is more academic, or while the sides disagree, they can live with each other, and recognize some value in the other side’s belief.
Very interesting, and I’m looking forward to the follow-up! In my game, the overall plot is the developing evil below their feet, and young heroes rising to the occasion to stop it, saving the world. Good vs evil! But I’m not sure what themes I have going on around that.
I shall ponder this.
Why is the evil developing? Does the evil have a leader who wants power? Maybe he needs power so he can be safe from the other forces of the Underworld? Then it’s about the violence of our natural state and the ways civilisation limits that violence. Maybe the town implements hard policies to fight the evil. Is the evil leader seeking personal glory? Then it’s about the danger to others of following your desires wherever they lead. Maybe the heroes themselves have to take big risks in their campaign to fight the evil, or some characters have opportunities to protect larger numbers of people by accepting negative consequences for a smaller group. Maybe the evil simply does not care about humans? Then it’s about when we should or shouldn’t care for strangers. This would be a great campaign to try and create monsters which show some humanity, like Angry’s spider that dies to protect its young. But it’s also a good time to introduce some characters, possibly a different species, with a very different value system to the players (cruel towards those weaker than them, for example). Let the PCs keep spending time with them, and decide whether they care about members of this race.
I hate to tell you, but Amazon is definitely doing a prequel series for LotR.
Application of a matrix can still be useful though, using your MtG example above.
The only difference is using the matrix to define the relationship to the 5th, rather than outright ‘one in each corner.’
White is allied with Blue and Green, and opposed to Red and Black, or some such bullscat.
Diving deeping into the WotC hellhole, we can head to Ravnica and start combining ideas as well.
White + Green is different from White + Blue is different from Green + Blue, or something.
So, to bring this back around to your article you are planning, I pose a question.
Would it be possible to have a pantheon of 5 gods, and have each relation between gods actually bring a well rounded thematic conflict to the table?
See you at the Tops.
So could we say that a Sorcerer leans more toward WIL while a Wizard is more CUN? And Fighter would be more FIN and a Barbarian more MGT? And with a system like that you wouldn’t really need to name classes. Not that you would have any idea what I’m rambling about.
Nor, apparently, do you have any idea what you’re babbling about. But you’re trying, bless your soul. You’re trying.
Will, Cunning, Finnesse, and Might is my guess. Not sure what system it’s from but I think that’s the translation.
Awesome article. Man, I think you may have had a career as a professor of literature and creative writing in another lifetime.
I liked that you used a Lord of the Rings to illustrate the the thematic conflicts. The over topic has me thinking a bit more critically about part of my world. I had noticed a weird level of lawful good against lawful evil occurring in my world, but after this I realize the conflicts aren’t good versus evil, but more along the lines the extremes between control as a protector and control as a master.
I had to keep putting the article down to cause I kept getting absorb in critical thought about the topic.
Great stuff (as usual). But this one goes deeper than FNBS. And it is definitely not BHC. Although, the concepts you’ve presented are definitely “crunchier” than most FNBS. Maybe this can be SCNBS (Seriously Crunchy Narrative BS).
This is probably one of the best things you’ve written. At least in terms of what I get out of it. Thanks much for this and please sir, I want some more.
I loved this article. (obligatory “good words”, check)
I am one of those that absolutely love playing D&D (and other RPGs), for the opportunity to present players (and myself) with moral questions of, “does the ends justify the means”, “needs of one against needs of many”, you get it. Like you mention in the article, the DMG is sadly very bare when it comes to these kinds of things and giving inspiration for writing an interesting adventure with these themes in mind… (Whoops, guess I used good v. evil as a theme there) 😉
Reading through this article, it gave me a much more nuanced look on how to build a believable world and what to consider in order to make the conflicts interesting and keep the players intrigued.
One of my favourite articles of all time, not least of which because there was Hobbit bashing and Lord of the Rings references in it.
Keep up the good work, it’s very intriguing and helpful material.
Also, well done on your Kickstarter! 😀
I’d like to point out Dragon Quest 8 (The Journey of the Cursed King)’s constant theme is all about personal happines vs sticking to one’s duties… even if this is never directly addressed in the game and it’s not really important (in fact, until tvtropes pointed it out for me, I didn’t notice). However, it is what starts and drives most missions forward as you aimlessly seek the BBEG.
[…I tried writting this down myself, but I think TvTropes’ article is way shorter and much better written, so here’s a shameless copypaste]
Continually, the game presents you with contrasts between people who faithfully follow their duties, and those who most assuredly don’t. A few examples:
· Princess Medea regretfully but determinedly contributes as the party’s beast of burden even as King Trode wanders back and forth between self-aggrandizing and feeling sorry for himself.
· Dhoulmagus disobeyed his master in his search for personal power, and ultimately killed him.
· Valentina entreats the party to help restore her beloved father, Farebury’s local drunk Kalderasha, to his true calling.
· Jessica Albert pursues vengeance for Alistair even to the point of defying her mother’s attempts to honor shallow tradition.
· There’s a whole Corrupt Church filled with the political wrangling of priests and orders whose failure to observe their proper pieties enables tragedy.
· Royal maid Emma continues to devotedly serve King Pavan of Ascantha even as he suffers through a two-year “Heroic BSOD” (literally two years of kingdom-wide forced mourning).
· King Clavius is the only member of the Argonian royal family to try and observe his duties to his parents and his people even as his brother Eltrio abandoned the throne and his son Charmles intends to abuse it.
· Downplayed with Castle Trodain, which is implied to have neglected its history and thus forgotten; King Trode, for example, hasn’t got much of a clue about what the scepter actually is, only that it’s a great treasure (it’s not) and it has major hocus-pocus (it does).
—
My point is, even if you have a theme, it doesn’t have to be directly adressed to be effective. This case, however, works because the party is aimlessly seeking the BBEG.
In real life there are indeed two sides to most things, yet it remains to be proved that industrialization will not be our downfall as a species in the end, for instance. And we could discuss that. We could also discuss the fact that with most of our purchases, we do promote enslavement, elsewhere.Of course you disagree. But should we discuss these in a D&D game? Really? No, thanks, because playing a D&D game is a form of escapism, meaning that one of the attractions is that it is NOT like real life.
I do want a simplistic, clear-cut moral or values system in my games. I do NOT want nuance, grays. I do NOT want players not killing those hobgoblins because monsters have children, too.
D&D is not D&D: the bulls$&%ing.
If my players want these types of games, I would direct them to their f$&%ing therapist instead. Or I can give them a philosophy course, but not in my spare time.
And that’s ok. You can play however you like; Angry is just providing story tools for those of us who want to use them.
I can defend myself. Let’s call this thread closed, eh?
[ Comment has been removed; this thread is done – The Angry GM ]
[ Comment removed because it’s exactly the sort of comment I said, expressly, that I would remove. Namely, a discussion of moral issues rather than, you know, about what the article was actually about. I just know I’m going to end up closing comments on this one. – The Angry GM ]
[ I will allow this comment despite it being ludicrously off-top and also very Not Safe for Work (NSFW) because I love prozd’s shorts and because it was really funny. And because it wasn’t trying to start a fight about whether slavery is evil or whatever. – The Angry GM ]
I had to think of prozd when you started talking about real man orpow tools: https://youtu.be/tDJiK1z0fOQ
You say that half the people need help with the fluffy stuff and half need help with crunchy stuff, but I’m afraid you’ve neglected a very important demographic. I, for one, need help with both.
That’s why I’m here.
Just because you’re in both halves doesn’t mean you’re neglected. Half of the people who need help with the crunch also need help with the fluff. And half the people who need help with the fluff also need help with the crunch. And you people are happy no matter what I post. It’s just the vocal other half of the half of the people who need help with the crunch and the other half of the half of the people who need help with the fluff that give me a hard time when I post about the other. I’ll draw you one of those Venn Diagram thingies.