Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How to move a game forward?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Distracted DM" data-source="post: 9253152" data-attributes="member: 6894926"><p>I'm confused. Do you play in, or run games, where everyone just sits around the table saying "so what are we going to do in D&D tonight?" </p><p></p><p>The whole basis for this thread seems like a humble-brag. <em>"I hang out with a bunch of DMs and they all say how great my games are and everyone wants to be as great as I am, but I can't explain to them how to be as great as I am, woe is me."</em></p><p></p><p>I don't mean to sound harsh, but you described my answer, of how to "move the game forward" as you put it, as a "random mess." </p><p></p><p>I said "present the situations," I guess to you that means "force things on them." I think we're just using radically different language here, a real misalignment in communication. </p><p></p><p><strong>But I'll try to answer your question.. "how to do a reoccurring villain." </strong></p><p></p><p>Well, in my experience the first thing is to introduce the villain early. The players interact with them, and it's obvious through demonstration and description that the villain is beyond them- either because they're powerful, or because there are powerful consequences to harming/stopping them. </p><p></p><p>Have the players interact with minions of the villain, and have the minions either refer to or have commands from said villain. </p><p></p><p>If your question is "how do i have the players fight the villain but have the villain get away with out making it seem cheap," well, frankly if the villain gets away from the players when they're capable of defeating them it's going to feel "cheap" to the players because they wanted to kill the villain- but if it's done reasonably, feasibly, via spells or obvious magic items, then even though they might feel cheated they're going to hate that bastard even more and start thinking of ways to prevent them from getting away the second time. Counterspells, those manacles that prevent folk from teleporting, or a Forbiddance spell/trap.</p><p></p><p>Or you make it obvious that it's a one-time escape; "the ruby in their amulet shatters, enveloping them in magic and stealing them away." Next time they meet the villain, or see the villain, or scout the villain, they're going to ask "does he have another one of those amulets/rubies?" </p><p></p><p>Thirdly, you can make the character a foil, not a "villain"... at first. A great example of this is the Eberron dungeon magazines adventures featuring the famous Inquisitive. I know one of them is "Chimes at Midnight." There are several interactions with this famous inquisitive beating the party to the punch, or stealing credit from them, or being helpful but really annoying about it. Over the series of adventures, most players will really hate this guy but he's not actually doing anything wrong. </p><p>But then, he snaps and becomes a villain. And he's good at it. And the players finally get to take their frustrations out on him.</p></blockquote><p></p>
[QUOTE="Distracted DM, post: 9253152, member: 6894926"] I'm confused. Do you play in, or run games, where everyone just sits around the table saying "so what are we going to do in D&D tonight?" The whole basis for this thread seems like a humble-brag. [I]"I hang out with a bunch of DMs and they all say how great my games are and everyone wants to be as great as I am, but I can't explain to them how to be as great as I am, woe is me."[/I] I don't mean to sound harsh, but you described my answer, of how to "move the game forward" as you put it, as a "random mess." I said "present the situations," I guess to you that means "force things on them." I think we're just using radically different language here, a real misalignment in communication. [B]But I'll try to answer your question.. "how to do a reoccurring villain." [/B] Well, in my experience the first thing is to introduce the villain early. The players interact with them, and it's obvious through demonstration and description that the villain is beyond them- either because they're powerful, or because there are powerful consequences to harming/stopping them. Have the players interact with minions of the villain, and have the minions either refer to or have commands from said villain. If your question is "how do i have the players fight the villain but have the villain get away with out making it seem cheap," well, frankly if the villain gets away from the players when they're capable of defeating them it's going to feel "cheap" to the players because they wanted to kill the villain- but if it's done reasonably, feasibly, via spells or obvious magic items, then even though they might feel cheated they're going to hate that bastard even more and start thinking of ways to prevent them from getting away the second time. Counterspells, those manacles that prevent folk from teleporting, or a Forbiddance spell/trap. Or you make it obvious that it's a one-time escape; "the ruby in their amulet shatters, enveloping them in magic and stealing them away." Next time they meet the villain, or see the villain, or scout the villain, they're going to ask "does he have another one of those amulets/rubies?" Thirdly, you can make the character a foil, not a "villain"... at first. A great example of this is the Eberron dungeon magazines adventures featuring the famous Inquisitive. I know one of them is "Chimes at Midnight." There are several interactions with this famous inquisitive beating the party to the punch, or stealing credit from them, or being helpful but really annoying about it. Over the series of adventures, most players will really hate this guy but he's not actually doing anything wrong. But then, he snaps and becomes a villain. And he's good at it. And the players finally get to take their frustrations out on him. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How to move a game forward?
Top