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Advancing the plot without resorting to the ubiquitous "letter" from the evil mastermind


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TheSword

Legend
I’d say the main useful ways of conveying plot information are...

- Foreshadowing. Rumors and encounters that indicate the BBEG’s actions or intentions. Disappearances, raids, a shortage of iron etc. History repeating can also be a form of this. Perhaps historically someone had a similar plan and the BBEG is repeating this. The portal on this site was opened 100 years ago and devils roamed the land...

- Residue. The empty vial of iron corroding liquid, the poisoned dagger, the muddied boots, broken window pane.

- Journals and letters. These can be fragmentary and help deepen mysteries while revealing small pieces of information that together make sense. I disagree with the assumption that letters are poor. Pictures and a physical handout are definitely fun and can give a personal slant on information. Don’t forget in history letters were the only real way of communicating and journal keeping was very common. It’s a human need to preserve records of their life. Perhaps other written forms than letter are more interesting.
  • Research notes
  • Extracts from a reference book
  • A racketeering or blackmail note
  • A family tree with a name scratched out,
  • A drawing of a particular creature
  • A recipe or schematic for a poison/magic item
  • A detailed description of a person
  • A schedule or itenary.
  • The blueprints of a particular building.
- Eavesdropping. When the rogue sneaks forward instead of just scouting or attacking from ambush why not listen to what those two guards are talking about. Play Sekiro to see how effective this can be for delivering clues. “Have you heard about the prisoner in level four, I heard he broke his restraints and the boss had to call in his pet wizard.”

- Freed Prisoners. Their capture, status or own information gathering can give them an insight into the enemies plan. These can be found on locale or newley escaped.

- Captured foes. These can be persuaded, tricked, intimidated or just bribed (always forgotten) to pass over information - limited by their position in the organization of course.

- Boasting. Yes monologuing BBEG are probably best saved for Shakespeare but a little bit of banter and bravado before a fight can go a long way.

- Orders to Minions. What a BBEG demands can give a clue to their goals and plans - “take the princess to the dungeon and don’t let her out until she’s told you the password to the Griffin Gate.”

- Interrogating PCs. A lot can be inferred from the questions the enemies ask the PCs if they think they have them in their power. “Who sent you, what do you know about X”

- Prophesy. There are several divinations that give cryptic clues to world events. Have you got one of these ready and a suitable method of delivery?

While several of these are cliche, I think a mix of all these things prevent things becoming too hackneyed and keep it fresh.
 
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MGibster

Legend
- Boasting. Yes monologuing BBEG are probably best saved for Shakespeare but a little bit of banter and bravado before a fight can go a long way.

Oh, man. Every time I've tried to have a villain monologue at least one PC will interrupt by attacking. It makes my heart sad that I don't have villainous monologues in any of my games.
 

Oh, man. Every time I've tried to have a villain monologue at least one PC will interrupt by attacking. It makes my heart sad that I don't have villainous monologues in any of my games.

I don't think villains ever talk to PCs. Mine have all read 'If I Was An Evil Overlord 1-500'.
 

TheSword

Legend
Oh, man. Every time I've tried to have a villain monologue at least one PC will interrupt by attacking. It makes my heart sad that I don't have villainous monologues in any of my games.
That’s what Infernal Rebuke is for! 😈 Anyone can have a level 1 spell 1/day.

I just think it has to be a bit to add to the character, a few lines to support his character is cool. I also like taunting during battle, making threats, threatening retribution etc.
 
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I generally say "okay, roll initiative" rather than giving them any sort of a surprise action (unless they've actually done something that warrants it). I'll let the villain do more talking throughout combat if there's something they need to say. It's a free action, after all...

Oh, man. Every time I've tried to have a villain monologue at least one PC will interrupt by attacking. It makes my heart sad that I don't have villainous monologues in any of my games.
 

Griffon Lore Games

Publishing Content for 5E and Pathfinder1E
My problem is the players come up with all sorts of ways to gather intelligence, usually through the use of divination spells. So I've had to get creative--usually, an investigation with mundane or magical means reveals things like "Stand next to the Fountain of the Daybreaker, facing west, as the sun rises over the church spire." Then put some clue like two couriers secretly transferring a message, or someone is whispering to someone else, or even the PCs witness a crime, and one of the criminals knows some info, etc.

--anthony
 

Oh, man. Every time I've tried to have a villain monologue at least one PC will interrupt by attacking. It makes my heart sad that I don't have villainous monologues in any of my games.
I have a house rule that time freezes during a villainous monologue, so no interruptions are possible. I refuse to run a game if I can't monologue from time to time.

The same rule applies to heroic monologues, but none of my players have ever used the opportunity to make one.
 

My problem is the players come up with all sorts of ways to gather intelligence, usually through the use of divination spells. So I've had to get creative--usually, an investigation with mundane or magical means reveals things like "Stand next to the Fountain of the Daybreaker, facing west, as the sun rises over the church spire." Then put some clue like two couriers secretly transferring a message, or someone is whispering to someone else, or even the PCs witness a crime, and one of the criminals knows some info, etc.

--anthony

Is that a problem?

Surely that's a problem solver?

Personally I think the reason this thread exists is because most D&D groups don't operate that way. It's a major issue. I'd say easily 95% of the pre-written D&D adventures I've seen which have any element of "finding stuff out" rely, essentially, on telling the PCs. @TheSword outlines the vast majority of them. In almost no cases is any actual effort required from the PCs beyond them bothering to read a letter shoved in their face, or actually question a prisoner.

This has real impacts on how people play, too, and it's not how other non-fantasy RPGs operate, typically. I know this from personal experience. The first time I played Shadowrun properly, the DM (who wasn't my usual DM) did the basic setup for the adventure, and we got to a certain point and we were like "Now what?!" and he was like "Now you have to do some legwork" and we were like "What the hell does that mean?" and he's like "You know, go and talk to people, find stuff out, research things, hack things, follow people, all that stuff", and were like "Bwuuhh?!". We'd played tons of AD&D 2E and a bit of other fantasy RPGs, but it was genuinely difficult for us to understand, initially, that instead of simply obtaining the information and moving on to the next bit of the adventure, we'd have to actually make a pro-active effort to find out what was going on, and an effort beyond questioning people at a bar we'd been lead to or whatever.

If you have PCs who do that, and have a realistic approach to how much secrecy an organisation can have (i.e. not that much unless it's like, less than ten people total, involved even tangentially), then they should be able to advance the plot simply by talking to people and finding leads, rather than finding guidance as solid as letters/journals/prisoners/etc. in the course of normal adventuring.

I have a house rule that time freezes during a villainous monologue, so no interruptions are possible. I refuse to run a game if I can't monologue from time to time.

The same rule applies to heroic monologues, but none of my players have ever used the opportunity to make one.

I've not done a monologue recently myself, but rather than simply going full-fiat and ruling I can monologue as much as I want, damn the consequences, I was thinking that if I wanted to monologue, then a better way to do it would be to reward the players for having their PCs stay "in-genre" and listen - i.e. they might all get a bonus Inspiration point or the like if they do, just as I might award Inspiration for a particularly good speech from a player. You could also use XP or other extrinsic rewards if suitable for your game.

That also prevents it being a one-sided equation. Players don't typically have the information and thus opportunity to prepare "heroic monologues", so it's not really right to be surprised that they don't, or act like they could do it if they wanted to.
 
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