If I use a big threat I usually let my players be the ones who release it. They're good at that.
...and there's absolutely no manipulation or concealment on your part? No "roll dice... hmmmm, 19,18,19,19... Nope, the sword looks perfectly harmless, I mean, all things considering. It just lies there, on the altar, glows with bright red runes and there's, like, an aura of total darkness surrounding it, but don't they all look like that?"
So, I started to see what I games I know that doesn't have one, and that made me wind up with another question:
How big do the threat have to be, in order to be The Big Bad?
How "ever present" does it have to be?
Let's see... I'm thinking about something threatening whole world. It doesn't mean that everyone is aware of that fact (
"Sra... Sarong... Sauron? Nope, first time I hear that name. Some exotic inn far away from the Hobbiton, I presume?"), but the threat is very real. It doesn't have to mean "total destruction" either. Enslavement, control, the need to leave the place and migrate elsewhere ("Interstellar" movie) are considered "the Big Bad" too.
Whether the cataclysm might be averted is irrelevant.
Post apocalyptic games often lack an overarching threat, seeing as the world has already been destroyed and the emphasis can be on rebuilding and exploration.
I can name a few post-apo movies or books/comic books where there's no "Big Threat" per se, still I don't recall many games featuring such a setting. Pretty much every one I remember follows the idea of civilization being threatened by "the Wasteland", being a mix of harsh environment and hostile forces (raiders, zombies, mutants, robots and what not).
Any specific title?
Yes, frequently.
Are you willing to name some?
They seem to. Several seem to prefer a smaller scale of problems and threats.
I'd even risk the statement, that "save the world" makes rather poor choice for early adventures, unless players (like those in your SW example) are oblivious to the Big Picture and don't realize initially they are slowly becoming part of massive story.
No.
Too bad, I counted on some interesting and unorthodox solutions.
I appreciate the examples, though.
Yes to both, since I kinda like Tekumel;)!
Kinda?
Side note: Tekumel is mentioned pretty often here. Funny thing is, that I rarely hear about it elsewhere, and I move a lot.
The proactive ones tend to like it more:p.
Out of curiosity: does any of your gaming group spent considerably long time in any setting void of "The Big Threat" without succumbing to a boredom? I'm not suggesting its inevitable - I'm interested in other people's experience.
You mean, apart from lust, greed, patriotism, glory-hounding, self-actualization, religion or the lack thereof and non-world-spanning security concerns:D?
But uncle Asen, aside of the last one each of your examples make perfect motivation for the Big Bad Evil Guy or war, and they in turn might be/become the Big Threat himself.