How to DM/RP crazy people? (My players stay out)

Arravis

First Post
For my Forgotten Realms campaign based out of Phlan, I'm thinking of using the Cult of the Dragon as a primary antagonists (for those that aren't familiar with the Cult of the Dragon, check this link: http://www.wizards.com/dnd/article.asp?x=fr/fx20010328b); but I'm not sure how to role-play a group of insane cultists. My games tend to be very role-play intensive and there's alot of interaction between PC's and NPC's ("action scenes" tend to only occur once or twice per session).

I try to get into the head of the NPC's I'm playing to role-play them properly. Especially with major villains, I try to portray them as rounded people with desires, hopes, etc. Anyway I'm sure there will come a time when an NPC Cult of the Dragon member will attempt to explain his faith to the PC's. This is the part I'm having troubles with.

I just can't imagine what that conversation would be like.

"Oh boy! I can't wait untill undead dragons rule the world, it'll be great being their slave!"

Anyway I'd like to have a non-cartoon-like representation of these NPC's, other then just being "crazy". Any advice or suggestions would be most appreciated, thanks :).
 
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Most members of the Cult of the Dragon are vile and oppurtunistic, but quite sane, using the Cult for their own gain while ignoring its dogma.

However, the actually crazies who run the organization, or even Sammaster himself, are another story. I would suggest that you portray them as obsessed with Dragons and undead. They think about them all the time. They think they are wonderful. They worship them. They want to BE them. Maybe some obsessive/compulsive traits (maybe imitating dragons and/or undead), with a bent towards things draconian, and perhaps necrophiliac.

Some of them may be normal people who became so sick of their own society, either from corruption, pursecution, or whatever, that they decided anything else would be better. These would be people who were good and decent until they snapped and threw all their energy into the exact opposite of what they were, and would be the worst evildoers you could imagine.

Anyway, those are what I can think of for now. If I can think of anything else I'll post it.
 
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do you have Return to the Temple of Elemental Evil?

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use the insanity rules contained within. heck, use the moathouse as one of your adventures. ;)
 

one of the best measures of insanity can be that the truly insane see themselves as right and everyone else as unenlightened.

being proselytized to by a member (even during combat) can be pushed to spooky levels....
 

Basic suggestion on roleplaying crazy people:

Watch 12 Monkeys and carefully study Brad Pitt's performance.

Seriously :)
 

If the PCs are going to be doing any sort of longer-term interaction with these guys than 'Feel the wrath of Torm's servant, servant of Evil!', then you're better off doing things subtle.

As Aaron L suggested, the majority of cultists, especially the muscle, the merchants looking for a way to get ahead and so on, are just going to be opportunistic. Most of these guys are probably just in it for themselves - many of them will never even meet a dracolich. Anyway, in an area where the Cult is strong, especially if there's a 'Sacred One' in the vicinity, it's a hell of a lot easier, cheaper and safer to be with them than against them.

The true believers, on the other hand, believe. Make them quiet and understated most of the time (the Cult hardly has a good rep, after all), but if they get the chance, they'll preach, quite earnestly and sincerely, about the prophesy (Sammaster's mistranslated one), how wonderful it is to serve the sacred ones, and why the PCs should sign up. They'll seem relatively rational and persuasive until a fair way into the conversation, when the PCs will start to pick up their blind fanaticism, willingness to sacrifice innocents to undead abominations, and their genuine hope that soon Faerun will be ruled by their hideous masters. Add to this an absolute refusal to be persuaded by logic or argument, and they're pretty creepy guys. When the Toven the paunchy wine merchant, a cultist who you'd actually got to know as friendly and humourous over the course of a conversation, reverently slices a girls throat as a sacrifice, or calmly steps in front of the wizard's levelled staff to protect the Sacred One, or uses a handy carving knife to slice out his own tongue in a businesslike manner rather than be questioned and betray the secrets of the Cult - that's when your players start to get an idea how insane these guys are.
 

humble minion said:
When the Toven the paunchy wine merchant, a cultist who you'd actually got to know as friendly and humourous over the course of a conversation, reverently slices a girls throat as a sacrifice, or calmly steps in front of the wizard's levelled staff to protect the Sacred One, or uses a handy carving knife to slice out his own tongue in a businesslike manner rather than be questioned and betray the secrets of the Cult - that's when your players start to get an idea how insane these guys are.
Oh. You're good man.

I'm stealing this.

I'll create a demon cult IMC and use this.

Oh.
 

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