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I don't have any villains.
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<blockquote data-quote="Lord Zardoz" data-source="post: 5212987" data-attributes="member: 704"><p><strong>The best villains are the ones the heroes create</strong></p><p></p><p>You have a PC who intentionally takes measures to avoid killing? That is a very good source of future villains.</p><p></p><p>All you need to do is take any one survivor that the players let live after a fight, preferably one that the players did not capture and arrange to have imprisoned. Then have that villain do some especially reprehensible things, and have an NPC go to the player for help.</p><p></p><p>Once the players realize someone they let live has managed to do some truly brutal things, it will probably kick off some wonderfully angsty character development.</p><p></p><p>Hell, it is Spidermans origin story that he failed to stop someone that later did something to affect him personally.</p><p></p><p>What I propose here is a bit different. The villain should not care who the PC's are, but they should do something to someone the PC's care about.</p><p></p><p>Another idea is to have someone that the players let live decide to 'help' the players by following them, a few days behind, and cleaning up the loose ends and actually killing enemies the players chose to let live. When the players confront the person following them, that person should thank the players for letting him live, and promise he has only been killing bad people who were going to do bad things. This can create a situation where the players are put into a moral quandary. How do they deal with a villain who actually wants to help the players but does so using means that are basically unacceptable?</p><p></p><p>END COMMUNCIATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 5212987, member: 704"] [b]The best villains are the ones the heroes create[/b] You have a PC who intentionally takes measures to avoid killing? That is a very good source of future villains. All you need to do is take any one survivor that the players let live after a fight, preferably one that the players did not capture and arrange to have imprisoned. Then have that villain do some especially reprehensible things, and have an NPC go to the player for help. Once the players realize someone they let live has managed to do some truly brutal things, it will probably kick off some wonderfully angsty character development. Hell, it is Spidermans origin story that he failed to stop someone that later did something to affect him personally. What I propose here is a bit different. The villain should not care who the PC's are, but they should do something to someone the PC's care about. Another idea is to have someone that the players let live decide to 'help' the players by following them, a few days behind, and cleaning up the loose ends and actually killing enemies the players chose to let live. When the players confront the person following them, that person should thank the players for letting him live, and promise he has only been killing bad people who were going to do bad things. This can create a situation where the players are put into a moral quandary. How do they deal with a villain who actually wants to help the players but does so using means that are basically unacceptable? END COMMUNCIATION [/QUOTE]
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I don't have any villains.
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