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Theme Wars!

Started by CYMRO, July 26, 2006, 12:47:12 PM

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beejazz

Lol... but seriously, that's more subject than theme. In a parallel to my landscape analogy, my campaign has the orc homeland (once a proud civilization) overrun by fiends after the collapse of the hells. The orcs scatter across the globe in history's most massive epic teleportation error EVER. The orcs are shunned by societies unwilling to give up their own land to accomidate the refugees. Orcs across the globe become "nomads" "raiders" and "dangerous squatters"... This is the subject.

The theme can be later interpreted as "racism" "the search for home" or "analagous to the Jews in Exodus." All are right... but none need be intentional.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

Epic Meepo

[off topic]@beejazz: Incidentaly, every time I read one of your posts, I inevitably get to the end and start reading the sig about chocolate bunnies as though it were the next point being made in your argument before catching myself.
The Unfinished World campaign setting
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Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

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Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Raelifin

When I talk about a theme, I talk about an idea or element that ties several things together. If you have the idea of "nomads," then everything you create that adds to that idea follows that theme. Most of the time this is clearly subconcious and in most art, that is fine. But if you make something as deep and complex as a world, sometimes it helps to try and conceptualize these themes so that you don't become scattered or diverted.

CYMRO

QuoteBut if you make something as deep and complex as a world, sometimes it helps to try and conceptualize these themes so that you don't become scattered or diverted.

But shouldn't a campaign world be scattered and diverse?

Raelifin

Only a world built for entertainment. Like a divset. Art needs focus. We've been over this before. >_>

CYMRO

Quote from: RaelifinOnly a world built for entertainment. Like a divset. Art needs focus. We've been over this before. >_>

That is because it is a circular argument. ;)

Raelifin

No. You're just bringing it up again. :P

beejazz

Again, let's get back to making the distinction between subject and theme. Subject is the concrete (objective, therefore necessarily decided by the artist) where as theme is abstract (subjective, decided by the viewer). One of the critereon for classic lit is, after all, its universiality!
@Meepo: That's exactly what I want you to think! Muahahaha!
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

Raelifin

By your definition, subject is what has already been created. But can you create something without an idea of that thing? That's all a theme is, really; it is an idea that is present in two or more elements. You talk about themes as being things like "analogous to the Jews in Exodus." but that's a comparison, not a theme (unless you are making art about "analogous to the Jews in Exodus.")

Anything you think of, is an idea. An apple is an idea, a nation is an idea and the concept of "youth" is an idea. When you create art of an apple, you aren't making an apple, you are communicating the idea of one. It is this subjective perspective that makes art so appealing. When you make a world that has "nomads," you are communicating your idea of nomads. If you also apply the idea of "nomads" to another element in your world, they share the theme of "nomads" because a theme is an idea that is present in two or more elements. Now without any outside presence, your creation has themes. Everything has themes, they are present in the entire world. By your definition "subject," the objective material, is nothing more than oils on a canvas, clay in a pile or words in a book.

Epic Meepo

@Raelifin: I'd be careful about using a defintion of "theme" that is that liberal. I'm hard pressed to think of a man-made creation that would not have a theme according to your definition.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Raelifin

Yes. Though I find that definition to be true. I think it is important to focus on "core themes" when discussing worlds. That is, themes/ideas that are part of a meta idea or vision. See prior posts for details.

beejazz

Okay, on the assumption that "nomads" are, in and of themselves, a theme: What if not all the players are interested in "nomads"? If "nomads" are in fact a theme, then the unification of that theme runs counter to the goal of a *campaign* setting... in that a campaign cannot be run which is enjoyable for all players. Let's say we add "vengeful nemesis" "a pathetic villain" "corrupt clergy". The omnipresence of any one "theme" by your definition stifles the creative process rather than guiding it. Getting back to painting, you never just paint an apple... not unless you have an apple-shaped canvas, anyway!
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

CYMRO

Exeunt Omnes.


Next:
A Midsummer Night's Theme

and

The Comedy of Divers

Lmns Crn

Quote from: CYMRO of the TRUE Cabbage CabalExeunt Omnes.


Next:
A Midsummer Night's Theme

and

The Comedy of Divers
Eagerly awaiting act two!
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Raelifin

Quote from: beejazzOkay, on the assumption that "nomads" are, in and of themselves, a theme: What if not all the players are interested in "nomads"? If "nomads" are in fact a theme, then the unification of that theme runs counter to the goal of a *campaign* setting... in that a campaign cannot be run which is enjoyable for all players. Let's say we add "vengeful nemesis" "a pathetic villain" "corrupt clergy". The omnipresence of any one "theme" by your definition stifles the creative process rather than guiding it. Getting back to painting, you never just paint an apple... not unless you have an apple-shaped canvas, anyway!
Ah, but you are still thinking too narrowly. When I talk about the ethos of the setting, I talk about the vision that inspires the artist. It's hard for me to give good examples without going too small because the ethos of a world is an immense thing. Summarizing the essence of a setting is an exercise some of us do, but it's largely impossible. Only through the artwork itself can one express the goal. I'm going to ask that you picture your own world, Diis Manubus, right? That idea, right there, is the ethos of the world. If you picture a world that has "gun-slinging action," that isn't the ethos of your world, only a core theme; only a single facet of the jewel as a whole! You see, I'm not encouraging the stifling of creativity, merely the dedication to keeping toward the general theme of the original vision. If you change your vision in mid-creation then the work will become inconsistent and lose potential. You don't change what you're painting/drawing/whatever halfway through, right?

I think my favorite analogy for the whole thing is the book metaphor. Two writers sit down and begin to write a book (or book series). One writer writes a novel length story. This story has a consistent vision and the plot of the story is consistent. The other writer decides to write a digest of short stories because he thinks that it would be wrong to write a single story that a reader might dislike. Instead his writing is all over the place. A little romance here, some horror there, etc. In the end, I'll look at both books, if the novel has a theme I like, I'll read it. Otherwise I'll go look for a different novel because the digest doesn't have enough depth. Just because someone might read your book doesn't mean you need to write it for them. And yes, this means I still think that Divsets are inferior. :P

P.S. Diis Manubus is next on my "to read" list. It looks like a great ethocentric world based on the blurb. :P