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Help me motivate this villian (longish)
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<blockquote data-quote="Lord Zardoz" data-source="post: 3416932" data-attributes="member: 704"><p>The emotion that drives this halfling villain should be Revenge. Nothing else fits, and a desire for vengeance arising out of a twisted sense of justice is very appropriate. A secondary motivating emotion for this villain would be Hope. Specifically, the hope to create a better place in the world for his people.</p><p></p><p>Now, what should this villain inspire in your players? There are a few possibilities.</p><p></p><p>- Betrayal: This villain would be much more effective if your players start out working with him. If they are not yet aware of this villains existence, than the halfling should hire the adventurers to find or obtain some item that he needs to help bring about the manifestation of his god-thing. When the players find out they played a key part in the coming apocalypse, it is a great deal more memorable. For added nastiness, have your players initially oppose some half-orc types who were trying to keep the item from falling into the wrong hands.</p><p></p><p>- Revulsion / Horror: Make whatever it is that this halfling does to his own followers particularly gruesome. Make the god-thing very reprehensible. That should about do it.</p><p></p><p>- Fear: This is a hard one to pull off. Grossing out your players is one thing, but creating a sense of danger and urgency is not easy to do at the gaming table. This can be acheived by making sure that the first time it comes down to combat, that the Halfling is more than a match for the players.</p><p></p><p>- Confusion: This could be easy. JUst have the halfling tell the players that in addition to trying to find a homeland for his people, he is working against some dark / evil god thing that has it in for his kind. This one is hard to do if you want your halfling to be unaware of the true nature of his god thing. But, perhaps the godthing can lie to the halfling.</p><p></p><p>- Paranoia: If the halfling is able to magically dominate / charm people, you can make the players wonder if people that they need to work with are under the halflings influence.</p><p></p><p>That about covers it, I think.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3416932, member: 704"] The emotion that drives this halfling villain should be Revenge. Nothing else fits, and a desire for vengeance arising out of a twisted sense of justice is very appropriate. A secondary motivating emotion for this villain would be Hope. Specifically, the hope to create a better place in the world for his people. Now, what should this villain inspire in your players? There are a few possibilities. - Betrayal: This villain would be much more effective if your players start out working with him. If they are not yet aware of this villains existence, than the halfling should hire the adventurers to find or obtain some item that he needs to help bring about the manifestation of his god-thing. When the players find out they played a key part in the coming apocalypse, it is a great deal more memorable. For added nastiness, have your players initially oppose some half-orc types who were trying to keep the item from falling into the wrong hands. - Revulsion / Horror: Make whatever it is that this halfling does to his own followers particularly gruesome. Make the god-thing very reprehensible. That should about do it. - Fear: This is a hard one to pull off. Grossing out your players is one thing, but creating a sense of danger and urgency is not easy to do at the gaming table. This can be acheived by making sure that the first time it comes down to combat, that the Halfling is more than a match for the players. - Confusion: This could be easy. JUst have the halfling tell the players that in addition to trying to find a homeland for his people, he is working against some dark / evil god thing that has it in for his kind. This one is hard to do if you want your halfling to be unaware of the true nature of his god thing. But, perhaps the godthing can lie to the halfling. - Paranoia: If the halfling is able to magically dominate / charm people, you can make the players wonder if people that they need to work with are under the halflings influence. That about covers it, I think. END COMMUNICATION [/QUOTE]
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