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Conjuring Thematic Sparks In Solo Play

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Since this is not those boring school lessons, I will show you the magic of transmuting one lame school subject into your own creation of Lore, instead of nagging about literature. Class, bring out your masks for today's lesson is the "Heist Theme" as we will steal from the masters of old. Then we hand-weave our own Solo Story with a pragmatic methodology and split the profit. Themes are the key to use Solo Play in a therapeutic way as I'll explain. Better news is, you don't even have to read the old classics for it.

"Amateur artists imitate masters. The masters steal from everyone."
1. Planning Stage

We can't steal what we don't know. Q: Are Themes Overused Clichés?

Yes and No. A theme is the underlying MEANING, the main idea of your story. If a writer chooses "Peace" as the theme and moral of the story is "War is Bad", depending on the quality of the work, it can be a fiasco or a success. So, don't confuse the theme with a moral message. You can explore even "Immorality" theme and find out about the meaning and consequences of it in a game as you simulate it. You then, can make up YOUR OWN mind about it. Just like writers do. Don't be fooled by them for they choose universal morals as message, it's their breadwinner. And know that you also HAVE everything you need encoded in your mind to understand universal concepts.

2. Obstacles at the Entrance

Q: What if I Just Want to Bonk Baddies?

Then bonk all the baddies in your game. You're still exploring a theme: maybe it is "Power" because you want to feel it. Or an "Ideal" that you can't realize IRL. Could it be because it's "Entertainment" which is also a theme! Even "Revenge" for all the things that are wrong in this world.

Bonking baddies, or even heroes -if you play an evil character- still produces tons of themes. This article is written for you WHEN you get bored of Move Token -> Select Baddy -> Roll Damage Cycle because "BBEG is evil." And don't worry, you'll still bonk all the evil out of them, but it'll be for a good cause for YOU - the PLAYER.

3. Infiltration Stage

Q: Where to Find These Themes?

Easiest Way = Lists. All you need is to spark your imagination with a word of theme and short definition of it. You don't need to read all those lectures. Pick one and use it however you wish. I'll post my own list later. Not to forget "Thematic Muses."

Better Way = Watch / read fiction (or plot summaries in imdb & cliff's notes) and think about the main idea of what you observed. OR just read about the theme part of an artwork in those links. This is to see how a theme PROGRESSES and how it works in a specific setting that has its own plot and characters. Or you might hit a wall with it.

4. Spotting the Target

Q: How to Explore A Theme?

Remember that I wrote "Exploration can contain ANYTHING in a game" in "Exploration In Solo Mode Part 2"?

The theme of your story can be explored by using setting, plot, characters, and communications or a mix of these elements. You can even explore all of these elements themselves by simply asking "What is ...?" and "But couldn't it be ...?" Then by testing your findings in a simulation within your game world. This is the real META of designer's mindset and you'll need it if you want to be a GM. For players, just stealing a theme and using it makes your story way more believable.

5. Capturing the Target

Q: But how to steal it and actually explore it?

"Wisdom Through Fictional Conflict."
Setting: RPG settings already come with their own themes. Mythical themes (Heroism, Divinity) in D&D, Survival in Fallout, Impending Doom in Cthulhu, Eternal War in Warhammer & Diablo, Satire & Absurdism in Paranoia...

Plot: In Solo Mode, you'll either roll random theme tables and add it to your game or decide what to use in prep. Plot themes will simply be "The Quest" for your PC but not in a cycle of "Explore -> Kill -> Loot.". You'll still do these things BUT for a better cause which will give meaning to your PC and world.

PC: You can start by picking a theme for your PC from any list and incorporate it into the BG story of the PC. Make is as personal as possible. Whatever concept you want to explore. If you want to feel powerful, at least read a bit about definition of "Power" theme and the "Struggle" for it to make it more immersive. This will make you not just feel it but also GRASP it!

NPCs:
Same as PC, but either complementing themes for support or the opposite theme (antonym word) for contrast. Both would be ideal.

Dialogues: After you set a scene normally, IF there is an organic opening for it, keep the theme you picked in mind and make your communications in the story about it. DON'T force it though. It's a simple ATTACK & DEFEND dialogue lines for the theme's ideas and arguments from opposing Point Of Views. Or even the PC's conflicting beliefs in a monologue is the same (remember inner conflicts?). It creates CONFLICT. And don't think actions are lesser than words. Sometimes, only "action in inaction and inaction in action" shows the truth. But that's about the "Balance of Duality" in "Cosmos."

Actions: If you don't want dialogues or monologues in your game, you can also explore the theme you picked through actions to create CONFLICT. This usually happens when you pick a combative character. Themes of "War" is best for them to add some spice. These kind of characters act first, then speak. Don't just think combat, any kind of offense in the name of the theme can do. But it doesn't have to be an aggressive theme. It can be positive such as "Proactivity" vs "Passiveness." These two themes explore the action and inaction towards problems as we experience 'em in our daily lives. Think about the meaning of your theme and chose the actions that are related to it. You will understand it better if you ask yourself "What would a believer of (insert theme) do?"

Conflict Resolution:
Of course, events will eventually come to solving a conflict at hand. This can mean a peaceful resolution, such as in a negotiation, understanding and compromise, or... ROLL FOR INITIATIVE!

All the content you'll create by these methods will teach you about the fundamentals of any concept you're interested in, as long as you play all actors (including antagonists) honestly.

6. Sneaky Exit

## Q: How to make a theme our own so that it doesn't echo?

That depends on what is your take on the theme of your choice. Solo Play is mostly RNG. This random flow part of it can take you places you can't possibly imagine. But you can also decide whatever you want to happen in your game. It's about freedom and you can even just write a story without even looking at the dice. It doesn't matter if you can't work on it as professional writers do, YET. They couldn't do that at first either, but they don't release their earliest works, LOL.

## Q: "Is That So?"

Yes. This is the question you should ask if you read about a theme's definition or progress. It simply enables you to put it to test. Life tests us without even teaching us the subject. Why shouldn't we test what life gave us? Think of "fact checking," but for a concept that is related to you in here and now. There is a theme for every situation you may or may not experience. After all, you can't know about everything, but you can find out about anything when you simulate it, especially in your own way. In a fun way!

7. The Profit We Gain

## Q: What is the Therapeutic Way of Using Themes?


  1. Pick the theme that exactly relates to the problem you want to solve.
  2. Research and Incorporate it at the heart of your Plot AND your PC's background story.
  3. Create opposing NPCs, especially The Villain and its monsters in prep phase. (Antonym of the theme word).
  4. Keep things organic. DON'T force anything but place all these things at the back of your head.
  5. Play as you would normally.
  6. But at the first natural chance, bring out your arsenal of your opposition against your PC. Remember that your PC is not a character but the representation of your problem, in theme format.
  7. Make them clash and play each actor according to THEIR nature.
  8. Enjoy your simulation as you proactively gain wisdom on it, instead of worrying about your problem.

If you think about it, this is what fiction writers do professionally. Oh, one last note: Always hope for the best but prepare for the worst.

## Q: Its Usage In Environmental Storytelling & Hex-Crawling?


If you read "Player Approach to Solo II" you should be familiar with the concept of E.S. You can use certain mundane objects that are related to certain themes to create the exact mood in an environment as you want.

And in Hex-Crawling style, themes can be the content of your Hexagons in a map or what your PC will experience in those hexes. I'll write about it later.

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Updated September 4th, 2024 at 11:24 by Tempered7

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