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A Villain Campaign
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<blockquote data-quote="airwalkrr" data-source="post: 3405939" data-attributes="member: 12460"><p>I've often thought that running a villain campaign would require each PC to have their own network. I have thought that requiring each character to acquire leadership (after all, you aren't a villain without followers) would make for an interesting game. In the event a character gets assassinated by the party, his cohort has arrangements to get him raised, and if those arrangements fall through, that player takes over with his cohort, who is probably seen as less of a threat to the party, and therefore, less of a target. Of course, the cohort would need to take leadership eventually (or use PH2 retraining) to assume his fallen master's position, and of course he would not be as high in level so he would not retain as many followers.</p><p></p><p>The biggest difficulty I see is from the DM's point of view. Since villains are more proactive than heroes, the DM would have his planning cut out for him and would often need to wing it. If the villains decide they want to raid the keep, the DM will need to detail the keep, and if they abandon that plan and decide to attack a temple instead, the DM will need to switch courses. A crafty DM could weave plots though to ensure that the greatest potential for power gain always leads where he wants it to. And of course, the PCs would occassionally need to defend their lairs from adventurers, which means the PCs would need to have detailed layouts of such lairs.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3405939, member: 12460"] I've often thought that running a villain campaign would require each PC to have their own network. I have thought that requiring each character to acquire leadership (after all, you aren't a villain without followers) would make for an interesting game. In the event a character gets assassinated by the party, his cohort has arrangements to get him raised, and if those arrangements fall through, that player takes over with his cohort, who is probably seen as less of a threat to the party, and therefore, less of a target. Of course, the cohort would need to take leadership eventually (or use PH2 retraining) to assume his fallen master's position, and of course he would not be as high in level so he would not retain as many followers. The biggest difficulty I see is from the DM's point of view. Since villains are more proactive than heroes, the DM would have his planning cut out for him and would often need to wing it. If the villains decide they want to raid the keep, the DM will need to detail the keep, and if they abandon that plan and decide to attack a temple instead, the DM will need to switch courses. A crafty DM could weave plots though to ensure that the greatest potential for power gain always leads where he wants it to. And of course, the PCs would occassionally need to defend their lairs from adventurers, which means the PCs would need to have detailed layouts of such lairs. [/QUOTE]
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