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Module for evil party?
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<blockquote data-quote="kitsune9" data-source="post: 5453880" data-attributes="member: 18507"><p>You bring up a really good point Endur. It's one that I've been thinking about too since my next campaign is supposed to be a Reverse Dungeon Evil campaign. </p><p></p><p>So far my ideas is come up a Clue method--pick the weapon, pick the suspect, and pick the location in order to make the plan work. So the players who want to become masterminds in their own right need a few things--money, henchmen, and a base of operations. So any player who tells me that they want to become the supreme lord of X or want to ultimately destroy the Temple of Good, or so on, I will automatically feed this information to them in that they need to acquire serious gold, need to hire the muscle, and need to establish a base of operations. Those are at least three adventures to get them started and focused.</p><p></p><p>Now, once they get things going, then we enter into the problem phase. The minions need X amount of resources in order to accomplish a goal our villain PC gives them. This then becomes an adventure in of itself. Say for example, that the evil PC's realize that in order to destroy the Temple of Good, they need to burrow to an artifact chamber that will aid them. Unfortunately there is not enough minions to make the work go faster than a snail pace, so the PC's should reasonable conclude that they need slaves. How do you set up a slave ring or acquire slaves? This is another adventure(s). Then the plan is in full swing to start digging; however the next adventure is that because of the slaves, good-aligned adventurers come calling and the evil PC's have to deal with them. Also, they get intelligence that there is a village that is rallying good-aligned heroes to send party after party to the evil PC's so that's another adventure--sacking the village. And so on....</p><p></p><p>Let the PC's plan the details, but the problems must be dealt with in order for their plan to succeed.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5453880, member: 18507"] You bring up a really good point Endur. It's one that I've been thinking about too since my next campaign is supposed to be a Reverse Dungeon Evil campaign. So far my ideas is come up a Clue method--pick the weapon, pick the suspect, and pick the location in order to make the plan work. So the players who want to become masterminds in their own right need a few things--money, henchmen, and a base of operations. So any player who tells me that they want to become the supreme lord of X or want to ultimately destroy the Temple of Good, or so on, I will automatically feed this information to them in that they need to acquire serious gold, need to hire the muscle, and need to establish a base of operations. Those are at least three adventures to get them started and focused. Now, once they get things going, then we enter into the problem phase. The minions need X amount of resources in order to accomplish a goal our villain PC gives them. This then becomes an adventure in of itself. Say for example, that the evil PC's realize that in order to destroy the Temple of Good, they need to burrow to an artifact chamber that will aid them. Unfortunately there is not enough minions to make the work go faster than a snail pace, so the PC's should reasonable conclude that they need slaves. How do you set up a slave ring or acquire slaves? This is another adventure(s). Then the plan is in full swing to start digging; however the next adventure is that because of the slaves, good-aligned adventurers come calling and the evil PC's have to deal with them. Also, they get intelligence that there is a village that is rallying good-aligned heroes to send party after party to the evil PC's so that's another adventure--sacking the village. And so on.... Let the PC's plan the details, but the problems must be dealt with in order for their plan to succeed. [/QUOTE]
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