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Creating classic rivalries
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<blockquote data-quote="Rel" data-source="post: 4634189" data-attributes="member: 99"><p>My experience has been that any enemy who manages to escape from the PC's becomes despised. If they manage that more than one time the hatred seems to multiply.</p><p></p><p>In my Faded Glory campaign the party had a battle with an OgreMagess who managed to escape (they can be really tough to kill what with the regeneration and invisibility in 3e). She attacked them a couple other times later (and escaped then too). The party Wizard became so paranoid and obsessed with defeating her that he had developed this entire methodology of invisbility detection/lockdown spells that he would employ at the slightest hint that she might be around. It became pretty hilarious and the joy and celebration when he finally managed to kill her (on the last night of the campaign) was not to be missed.</p><p></p><p>Since that time I've come up with another guideline that I like to employ whenever possible. I try to set things up so that, in the very early going (often on the first night of the campaign), the party runs afoul of some sizable evil organization. This doesn't have to become the focus of the campaign by any means. Just so that the players know that they are on the fightin' side of those guys. That allows me to have that organization crop up from time to time whenever I need to spice things up if they are getting slow.</p><p></p><p>It tends to have the effect that you are after. Remember to give them some kind of distinct "calling card" that is instantly recognizable by the PC's any time they are encountered.</p></blockquote><p></p>
[QUOTE="Rel, post: 4634189, member: 99"] My experience has been that any enemy who manages to escape from the PC's becomes despised. If they manage that more than one time the hatred seems to multiply. In my Faded Glory campaign the party had a battle with an OgreMagess who managed to escape (they can be really tough to kill what with the regeneration and invisibility in 3e). She attacked them a couple other times later (and escaped then too). The party Wizard became so paranoid and obsessed with defeating her that he had developed this entire methodology of invisbility detection/lockdown spells that he would employ at the slightest hint that she might be around. It became pretty hilarious and the joy and celebration when he finally managed to kill her (on the last night of the campaign) was not to be missed. Since that time I've come up with another guideline that I like to employ whenever possible. I try to set things up so that, in the very early going (often on the first night of the campaign), the party runs afoul of some sizable evil organization. This doesn't have to become the focus of the campaign by any means. Just so that the players know that they are on the fightin' side of those guys. That allows me to have that organization crop up from time to time whenever I need to spice things up if they are getting slow. It tends to have the effect that you are after. Remember to give them some kind of distinct "calling card" that is instantly recognizable by the PC's any time they are encountered. [/QUOTE]
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