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<blockquote data-quote="Arravis" data-source="post: 208283" data-attributes="member: 327"><p>Personally, in intrigue based plot, I've found the main thing to be how you portray and role-play the NPC's. I'm always careful to avoid stereotypes when it comes to my antagonists. I don't see them as "villains" or "evil", I think that's a bit too simple. Everyone has complex motivations, and rarely people go out of their way to do evil for evil sakes. Consider the goals of the antagonists, think about how important that goal is to them and what they'll do to achieve it. I try to portray evil in my campaign as a slippery slope of compromises. One day you compromise one moral rule in order to fasciliate an action, then you do it again... after a while, you find yourself breaking it regularly. Your intentions might have been good, but in the end, you end up doing evil. What this means as far as the intrigue is concerned is that you want to make the goals complex and convoluted.</p><p></p><p>Present the players with one reality, the face everyone puts on for the public, and then strip away the facade and show the true motivitions bit by bit. If the antagonist is intelligent, his facade will go down several levels. Facades within facades. Just be devious and clever <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p></blockquote><p></p>
[QUOTE="Arravis, post: 208283, member: 327"] Personally, in intrigue based plot, I've found the main thing to be how you portray and role-play the NPC's. I'm always careful to avoid stereotypes when it comes to my antagonists. I don't see them as "villains" or "evil", I think that's a bit too simple. Everyone has complex motivations, and rarely people go out of their way to do evil for evil sakes. Consider the goals of the antagonists, think about how important that goal is to them and what they'll do to achieve it. I try to portray evil in my campaign as a slippery slope of compromises. One day you compromise one moral rule in order to fasciliate an action, then you do it again... after a while, you find yourself breaking it regularly. Your intentions might have been good, but in the end, you end up doing evil. What this means as far as the intrigue is concerned is that you want to make the goals complex and convoluted. Present the players with one reality, the face everyone puts on for the public, and then strip away the facade and show the true motivitions bit by bit. If the antagonist is intelligent, his facade will go down several levels. Facades within facades. Just be devious and clever ;). [/QUOTE]
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