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My mild frustration - an evil party
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<blockquote data-quote="Kid Charlemagne" data-source="post: 1735455" data-attributes="member: 93"><p>Question for you: Do they <em>realize</em> that they are bad guys?</p><p></p><p>It might be handy to have them come to a realization about this.</p><p></p><p>For example, they come to a new town, and stopping in the local tavern, they hear about the reward being put out for a batch of new bad guys. Have them tell some kind of variation on what they did, but not close enough that the PC's realize its them. No descriptions - no one here has seen these guys, but hey, the sheriff said he was getting in some posters so if you're interested in going after teh reward, they might be up by now.</p><p></p><p>Of course, when they go look, it's them.</p><p></p><p>The goal of the setup is to make the players think you're giving them "the next adventure" setup. They think they're looking for the next opponent to kill - then you spring this on them (with a full listing of their crimes, and probably a better price on the head of your lead sociopath). With luck, they'll see how what they've been doing has been perceived.</p><p></p><p>Or you can try the Spiderman route, where the villain they didn't stop goes on to do much worse - and the PC's come to the realization that if they weren't so selfish, they could have stopped it.</p><p></p><p>Eventually, they'll do something worth hunting them down for. If they want to be villains, eventually, they'll need to learn that society doesn't just frown on that, it stomps it with its heavy, heavy boot.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 1735455, member: 93"] Question for you: Do they [i]realize[/i] that they are bad guys? It might be handy to have them come to a realization about this. For example, they come to a new town, and stopping in the local tavern, they hear about the reward being put out for a batch of new bad guys. Have them tell some kind of variation on what they did, but not close enough that the PC's realize its them. No descriptions - no one here has seen these guys, but hey, the sheriff said he was getting in some posters so if you're interested in going after teh reward, they might be up by now. Of course, when they go look, it's them. The goal of the setup is to make the players think you're giving them "the next adventure" setup. They think they're looking for the next opponent to kill - then you spring this on them (with a full listing of their crimes, and probably a better price on the head of your lead sociopath). With luck, they'll see how what they've been doing has been perceived. Or you can try the Spiderman route, where the villain they didn't stop goes on to do much worse - and the PC's come to the realization that if they weren't so selfish, they could have stopped it. Eventually, they'll do something worth hunting them down for. If they want to be villains, eventually, they'll need to learn that society doesn't just frown on that, it stomps it with its heavy, heavy boot. [/QUOTE]
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