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Introduction to villains and clues
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<blockquote data-quote="kitsune9" data-source="post: 5954423" data-attributes="member: 18507"><p>If I'm planning a campaign and I want a master villain, I would start multi-tier structure. As the players advance through the campaign, they deal with each tier within the structure.</p><p></p><p>For example, if I wanted to deal with a Dragon Cult and I want the players to deal with it all the way up to 15th level, I'll break the cult into five levels and toss in some alliances.</p><p></p><p>Then, here's the break-down:</p><p></p><p>1. High Priest/Inner Cult/Dragons</p><p>2. Second Circle/Dragons/Powerful Warcaptain</p><p>3. Upper Echelon Members (Nobility)/Dragon Spawn/Assassins</p><p>4. Cultists/Dragon Spawn</p><p>5. Thugs/Rogues/Gangs/Slavers/Merchants</p><p></p><p>Then it's a matter of allocating each tier to a range of levels. # 5 is for 1st through 3rd level, # 4 is for 4th through 6th level, and so on.</p><p></p><p>Secondly, we now need something as to why the Dragon Cult wants to do something really bad. The High Priests and Inner Cult is working to resurrect a Dragon God, or they are planning on destroying a good dragon god's temple, or they are putting together an artifact that turn everyone into dragon spawn and make them controllable, etc. How to do this? You'll need money, resources, and the means to get or use them. That's where you'll map out each tier starting at the top and then working your way down.</p><p></p><p>Lastly, you'll need to deal with issues of your plotline remaining intact when the players succeed at thwarting the bad guys. If you write that a relic is to be stolen from a museum in the 1st module that will be critical to the end game, your campaign will be busted should one of the players decides to destroy it.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5954423, member: 18507"] If I'm planning a campaign and I want a master villain, I would start multi-tier structure. As the players advance through the campaign, they deal with each tier within the structure. For example, if I wanted to deal with a Dragon Cult and I want the players to deal with it all the way up to 15th level, I'll break the cult into five levels and toss in some alliances. Then, here's the break-down: 1. High Priest/Inner Cult/Dragons 2. Second Circle/Dragons/Powerful Warcaptain 3. Upper Echelon Members (Nobility)/Dragon Spawn/Assassins 4. Cultists/Dragon Spawn 5. Thugs/Rogues/Gangs/Slavers/Merchants Then it's a matter of allocating each tier to a range of levels. # 5 is for 1st through 3rd level, # 4 is for 4th through 6th level, and so on. Secondly, we now need something as to why the Dragon Cult wants to do something really bad. The High Priests and Inner Cult is working to resurrect a Dragon God, or they are planning on destroying a good dragon god's temple, or they are putting together an artifact that turn everyone into dragon spawn and make them controllable, etc. How to do this? You'll need money, resources, and the means to get or use them. That's where you'll map out each tier starting at the top and then working your way down. Lastly, you'll need to deal with issues of your plotline remaining intact when the players succeed at thwarting the bad guys. If you write that a relic is to be stolen from a museum in the 1st module that will be critical to the end game, your campaign will be busted should one of the players decides to destroy it. [/QUOTE]
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