Plutancatty
Explorer
Basically, I'm planning a campaign where the party immediately comes into direct contact with the BBEG's minions and from then on proceeds to keep getting dragged into the various steps of their "I'm going to destroy the world" plan and stopping them.
The problem is, if the party stop every step, fighting the big bad a the end has little stakes, since they know they've been able to foil him all along, so there isn't really even the threat of his master plan happening at all.
On the other hand, if the villain advances their plan no matter what the party does, then the players feel cheated and without agency.
What can I do to make sure the villain steadily becomes more dangerous and able to initiate higher level adventures for the PCs without having the PCs fail the objectives of the adventures they're playing?
The problem is, if the party stop every step, fighting the big bad a the end has little stakes, since they know they've been able to foil him all along, so there isn't really even the threat of his master plan happening at all.
On the other hand, if the villain advances their plan no matter what the party does, then the players feel cheated and without agency.
What can I do to make sure the villain steadily becomes more dangerous and able to initiate higher level adventures for the PCs without having the PCs fail the objectives of the adventures they're playing?