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amerigoV
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The Alexandrian Blog Archive Three Clue Rule will help you on the clue side.
Introducing villains:
1. Use a cut scene, just like they do in the movies. Personally I've not found these to be very effective.
Introduce the villain before they become a villain.
If you're building towards a mastermind-type villain, I think it's good to have the players knock over a few of his lackeys first. e.g.;
Mr. Capone Isn't Going to Like This: The players attack and shut down a slaving ring/drug dealer/smuggling group/whatever. The people running it are astonished, because it's run by the villain who has carefully paid off the local authorities to turn a blind eye. A short-term antagonist can drop the name of their opposition or provide hints of who the real owner is.
Message Intercept: Dispatched baddies can have written instructions carried on their person from their leader- though the leader will probably use a false name or a cipher to disguise the content.
Survivors: I quite like the idea of a villain who destroys villages or carries out other dirty deeds before the heroes ever get there- they show up at the last minute only to see a mysterious figure riding off, leaving his lackeys to slow the heroes down, or else just encounter a few survivors of the attack who have only sketchy impressions of who or what attacked them.
Luka Bratzi Sleeps with the Fishes: Have the villian send the players a direct message in response to a setback. They've knocked over a minor business interest of the villains, or otherwise inconvenienced him, so the villain responds by killing or abducting an NPC who is friendly to the players and sending them a direct threat to stay away.
Make the villain someone whom they have wronged. In my current campaign, one PC started trying to cause trouble for a particular religious group (he was a follower of a trickster god) and ended up seducing a young matron who was a regular follower of the temple. Eventually her husband realized what was going on, and began to persecute the PC. He responded by causing the wife to discover that her husband had a lover, as well. She ended up leaving him and blackening his name around town. HE nearly caused the cleric's death, and to this day despises all the PCs. Little do they know he's also selling weapons to the orcs, and is in league with the local bandit group...
He also wants to become mayor of their town.
I'll give you the opposite advice: Don't make it obvious. Obviousness is obvious (said Cpt. Obvi US). And it gets pretty boring real fast to relay details repeatedly.Anyone else have this problem? How have you introduced villains?
The advice I've gotten for introducing clues generally involves "keep it obvious".
If I'm planning a campaign and I want a master villain, I would start multi-tier structure. As the players advance through the campaign, they deal with each tier within the structure.