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Great villain idea (need some advice)
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<blockquote data-quote="Xar" data-source="post: 122643" data-attributes="member: 895"><p>I recently began a Planescape campaign, and now I am working on the grand plot of it. First I thought I would use the traditional "introduce baddie - fight his lackleys - kill baddie at the end" method, but then I got a great idea when I was thinking about one of the main aspects of the setting, namely "The Unity of Rings" (everything goes in cycles, the end is also the beginning). </p><p></p><p>What if the PC's suddenly find themselves harrassed by mysterious, powerful antagonists? They can't find out who or what they are, and why they are trying to stop them, but they clearly seem to know where they can hurt the PC's the best without killing them. They also make use of lackeys to spy upon them (I was thinking about using the Keepers, powerful entities resembling the agents from the Matrix). Knowing that someone tries to stop them, the players will try to accomplish their main goal even harder. Then, at the end of the campaign when they finally succeed in their plan, the players find out that their main villains <em>are actually themselves</em> from some future time period, trying to change their own past... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> And only then do the PC's realize what they have done... (it would be even more evil if they could kill some of their future selves, who now grew really desperate, in some huge combat at the very end)</p><p></p><p>Everything is round: pressed by the villains trying to stop them, the players did something nobody was ever suppossed to do, then tried to change their own past; but with that they ensured that everything would just happen the same way...</p><p></p><p>But then I run out of ideas...</p><p></p><p>Because what could be so important that the future versions PC's try everything just to stop themselves? What is that they want to stop from happening? What did the players discover that noone should know? How could the villains travel back in time? Why couldn't they just tell everything to their past selves? Why did they stay in the background the whole time, and let their lackeys do the dirty work? What is the function of these lackeys? And what nice twists could I add to the plot (I just loooove twists), without giving away the main plotline? (with only one big twist at the end the campaign would grow quite boring) </p><p></p><p>Next session I am planning the first encounter that will ultimately seal their fates, so I am quite in need for some ideas and suggestions now...</p></blockquote><p></p>
[QUOTE="Xar, post: 122643, member: 895"] I recently began a Planescape campaign, and now I am working on the grand plot of it. First I thought I would use the traditional "introduce baddie - fight his lackleys - kill baddie at the end" method, but then I got a great idea when I was thinking about one of the main aspects of the setting, namely "The Unity of Rings" (everything goes in cycles, the end is also the beginning). What if the PC's suddenly find themselves harrassed by mysterious, powerful antagonists? They can't find out who or what they are, and why they are trying to stop them, but they clearly seem to know where they can hurt the PC's the best without killing them. They also make use of lackeys to spy upon them (I was thinking about using the Keepers, powerful entities resembling the agents from the Matrix). Knowing that someone tries to stop them, the players will try to accomplish their main goal even harder. Then, at the end of the campaign when they finally succeed in their plan, the players find out that their main villains [i]are actually themselves[/i] from some future time period, trying to change their own past... :eek: And only then do the PC's realize what they have done... (it would be even more evil if they could kill some of their future selves, who now grew really desperate, in some huge combat at the very end) Everything is round: pressed by the villains trying to stop them, the players did something nobody was ever suppossed to do, then tried to change their own past; but with that they ensured that everything would just happen the same way... But then I run out of ideas... Because what could be so important that the future versions PC's try everything just to stop themselves? What is that they want to stop from happening? What did the players discover that noone should know? How could the villains travel back in time? Why couldn't they just tell everything to their past selves? Why did they stay in the background the whole time, and let their lackeys do the dirty work? What is the function of these lackeys? And what nice twists could I add to the plot (I just loooove twists), without giving away the main plotline? (with only one big twist at the end the campaign would grow quite boring) Next session I am planning the first encounter that will ultimately seal their fates, so I am quite in need for some ideas and suggestions now... [/QUOTE]
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Great villain idea (need some advice)
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