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General Tabletop Discussion
*TTRPGs General
Introduction to villains and clues
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<blockquote data-quote="Doug McCrae" data-source="post: 5951755" data-attributes="member: 21169"><p>Introducing villains:</p><p>1. Use a cut scene, just like they do in the movies. Personally I've not found these to be very effective.</p><p>2. Have an NPC with whom the PCs interact, such as a patron, equipment seller or information source, later become a villain.</p><p>3. PCs meet the villain early on in the campaign when they are only low level, and the bad guy is far too tough for them. The villain doesn't just kill the PCs because they are beneath his attention.</p><p>4. Use the spell Project Image or a variant* thereof. The villain can interact with the PCs but not be killed because he's illusionary. I employed this successfully in a superhero game in which my Dr Doom-type used a holographic projector.</p><p></p><p>*Which could be as simple as the villain standing on a ledge, or behind a castle rampart, depending on the game's power/magic/tech level.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5951755, member: 21169"] Introducing villains: 1. Use a cut scene, just like they do in the movies. Personally I've not found these to be very effective. 2. Have an NPC with whom the PCs interact, such as a patron, equipment seller or information source, later become a villain. 3. PCs meet the villain early on in the campaign when they are only low level, and the bad guy is far too tough for them. The villain doesn't just kill the PCs because they are beneath his attention. 4. Use the spell Project Image or a variant* thereof. The villain can interact with the PCs but not be killed because he's illusionary. I employed this successfully in a superhero game in which my Dr Doom-type used a holographic projector. *Which could be as simple as the villain standing on a ledge, or behind a castle rampart, depending on the game's power/magic/tech level. [/QUOTE]
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