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Tone, Mood, Razor, Genres, Themes, Resonance

Stephan Hornick

Community Goblin & Master of the Archive
Platinum WoA
Wizard of Story
Wizard of Combat
Borderland Explorer
I created this new thread based on Johnn's comment in Adam's Thread.

I think, you need to clarify theme vs. tone here, @JohnnFour. Is one of those your razor or what you specify as high tone low tone in your videos?
 

JohnnFour

Game Master
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Demonplague Author
Borderland Explorer
Theme is common elements in a campaign that provide continuity. Tropes, genre, flavour.

I talk more about it in these articles:
https://www.roleplayingtips.com/tag/theme/

Tone is emotion and feeling. Comedy, horror, sadness, violence.

Razor isn't really theme. It's a tool to help find a theme and stick to it without a whole bunch of introspection.
 

Stephan Hornick

Community Goblin & Master of the Archive
Platinum WoA
Wizard of Story
Wizard of Combat
Borderland Explorer
As I think, it is not appropriate to clarify this in Adam's thread, I moved the posts to a new thread.

So let's summarize, as I understand it:

Tone is the feeling or the atmosphere that the author/GM has set in his story. It depends on what the author/GM himself feels toward the setting or the character, and what he wants us/the player to feel. "he is grinning" or "his left eyebrow twitches shortly"
Mood is the feeling or the atmosphere that the reader/player gets when he is reading/hearing the story. It depends on what the reader/player feels.
Both, Tone and Mood are evoked by connotations of words used by the author/GM in the assumption that the Tone he thereby creates induces a Mood in his readers/players. "feel excited" or "feel hopeful"

Razor is a word (or couple of words) normally taken from movies or books with hopefully strong connotations for a specific genre (or a mixture of genres) and is used to simplify the process of conveying this information by giving an appealing example. E.g. "Lord of the Rings" meets "Matrix" (But beware, most listeners have different connotations, so combinations like Lord of the Rings and Matrix might lead to very different expectations; as Razor is a tool for the GM and doesn't necessarily need to be discussed with the players, this is no problem, but in case you want to convey your idea for the game in order to create the correct expectations in your players, make sure you name what exactly you are dominantly trying to take from your razor words into your game).

Genre is a categorization for a set of tropes often found together. Examples are horror, investigation, scifi, fantasy, etc. and as you can see, they can be combined to new genres like horror fantasy or even dyed in a specific color like for a Cthulhu-esc horror low magic fantasy genre. In case of Genre changes, better also change the PC location, like from fantasy to horror by travelling to Transylvannia. Beware not to change genre without consulting players first (or know of their preferences). A great genre etc. questionnaire for players is the one from Surveymonkey (just save before clicking "DONE")
Theme is a categorization for a campaign or adventure, that colors adventures and encounters in order to create Resonance. Theme can be changed during a session. In Resonance II above you say "Theme is about choosing, designing, and introducing gameplay elements that focus on your campaign goal." but I find it very vague and I have the impression that you do it differently (please correct me, if I'm wrong). I think you use Theme as a topic for the campaign or adventure, a topic that you want the players to experience for one reason or another (probably because you think that everyone enjoys this much or it is helpful for the players) in a specific way (is this your "campaign goal"?). Then you choose, design and introduce gameplay elements (like NPC traits, relationships, story elements, tone, etc. - see the example in Resonance II on how to do that) which help create or represent that theme.
Resonance is about choosing themes that will draw your players in and make them care deeply about what happens during the adventure (Your Resonance I and II RP Tips linked above are great, Johnn! Thank you very much for the great example there). Thus, Resonance is what happens within players when confronted with a Theme, just like Mood is what happens within players when confronted with a Tone. While the latter is micro-management of words, the former is macro-management of
 

Sky River Titan

Member
Adamantium WoA
Wizard of Story
I usually think of a theme as being a characteristic that should run throughout the adventure or campaign that gives it coherence/links the adventure elements together in a way that is not literal. Not sure if that made sense.😁
 

ELF

Generator Sage
Wizard of Story
Wizard of Combat
I usually think of a theme as being a characteristic that should run throughout the adventure or campaign that gives it coherence/links the adventure elements together in a way that is not literal. Not sure if that made sense.😁
I too think theme as a literary theme - some kind of a concept that the game explores. It usually does not manifest inside the reality of the game, but works on a meta level. A theme may not be apparent to players at least not initially, but it guides the players to experience some shared emotion or condition.

Some classic themes could be redemption, disillusionment, tradition versus change, or coming of age.

Consciously applying a theme to the campaign has the benefit that it helps to keep the developments consistent on an abstract level, and can give the resulting story a deeper meaning.
 

Sky River Titan

Member
Adamantium WoA
Wizard of Story
I agree that theme is more meta than in-game. More of a GM guide and a feeling for the players. A sense of linking events outside of causation?
 
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