BiggusGeekus said:The progression from mini-arcs to minor arcs should be:
minion -> lieutennant -> boss
Three boss encouners leads to an archvillian encounter. Hints should be given about the archvillian at boss #1 and boss #2 with everything spelled out at boss #3.
So two games to find out about the minions
Two more games to take out the minion's lieutannant
Two more games to find out about the minion's boss. This boss drops a clue to the archvillian and tells the party about another location with different minions.
repeat as required.
Ahh, yes. Doc Smith's prescription.
To continue the advice, there should be a constant escalation in the villains' otherness. To lay out the ground rules...
Each successive group of villains should be stranger and more alien the ones before it, bringing the heroes closer and closer to the truth.
The boss of the group should be stranger and more alien then the lieutenant. The lieutenant should be stranger and more alien than the minions.
Begin with the enemies being slightly off, with hints of a greater conspiracy. End with them being as wild as you can think of them.
For example--
First the heroes defeat a bunch of apparently normal thugs engaged in a crime. The thugs use weapons that are strange, and are perhaps tattooed with an unusual symbol. Doing some digging they discover the gang is affiliated with a rogue scientist. Going after the scientist, they first have to get through his hulking bodyguard. After they defeat the scientist, they discover that he is in league with an association of such individuals. The heroes go to investigate this. Facing off against the inventors, they capture the group's leader only to discover he is a figurehead. Tracing his employer, they discover that the actual head of this organization is an as yet unknown sort of alien...
And so on, and so on, and so on...