I'm currently running a D&D campaign that's in its early stages, next session is session 10.
Though the PC's don't know it yet, the main antagonist for the campaign is a god who was tricked into betraying the other gods during their war with the titans, and for his betrayal he was imprisoned in a plane outside of space and forced to watch the ramifications of his actions for all time. He has been imprisoned for eons and eons, cursed with immortality, and his goal is to destroy the Wheel of Time (the meta-natural axis upon which all of space and time turn) to essentially end time and space forever so he can finally fucking die.
After watching the cycles of the universe turn for eons and eons, the BBEG wants to put it to an end. Infinite lifetimes of suffering is too much even for a god to bear upon his heart. Though he is imprisoned outside of space, after enough time he has been able to pry open the bars a little bit and finally managed to try and tug and manipulate the material plane (which is essentially the outer layer of the Wheel of Time, the plane in which it rests is at its very center and can only be accessed through the material plane). His goal is to create as much inter-planar traffic as he can by manipulating the conditions upon the plane, creating mass death, warfare, grand summonings and magic, disrupting the flow of magic through the material plane, etc. to wear down the planar barriers between the planes, hopefully causing them to evaporate and the planar defense around the Wheel of Time erased so he can be free of his prison and have access to the Wheel to destroy it.
This brings me to the narrative theme of the campaign- cycles. Every major faction and player in the story has goals that are summarized in "ending the cycle". The ancom dwarves want to end the cycle of oppression by nobility and tradition and faith upon the peoeple. The Duke of the city they are going to wants to end the cycles of political conflict within the city and the constant cycle of war between the city-state and the tribes of orcs to the south. The Champion of Bane who leads the united orc horde on their march north wants to the end the cycle of war between them. Each faction that has a goal like this has used, or will use the exact phrase "end the cycle" when talking to the PC's, and each one has a gambit of their own in trying to do so. And each faction like this is being manipulated by agents of the BBEG towards this goal. NPC's semi-frequently refer to patterns, cycles, and wheels in their sayings, describing their goals, etc.
Every tavern or inn the PC's have come to or will come to has had or will have a name related to weavings, wheels and mills. E.g. Weaver's Wish, Wheelwright's Rest, Broken Quern, etc. The puzzles and dungeons the PC's are going to encounter will often reflect cyclical themes- the water cycle, cycles of history, life and death, etc.
>pic related, symbol of the BBEG
I'm trying to find a way to make it noticeable to the more perceptive players. Some of them have begun to notice some of these and the sense of mystery has started to build.
Have you played in campaigns that the GM had written a narrative theme into?
Did the GM do it effectively or clunkily?
Have you written narrative themes into your campaigns in similar ways?
What do you think is the best way to incorporate thematic narrative elements into your campaign?
General feedback, thoughts and opinions or ideas to themes in RPG campaigns, implementing them, etc.?