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New adventure path from ENP
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<blockquote data-quote="Rechan" data-source="post: 5194676" data-attributes="member: 54846"><p>Same idea but something a little more serious.</p><p></p><p>Another way to make this villain more than your typical villain is through giving the players something to care about, then <em>threatening it</em>. Rise of the Runelords did this with Sandpoint. You have the PCs get attached to something/someone - and then the villain seeks to destroy the things the PCs hold dear before coming after them. </p><p></p><p>Now, this is tricky because it's a <em>module</em>, so you need to set it up with enough flexibility to account for any type of PC, and multiple choices on the players part. But if you can do it at the beginning of WotBS ("All PCs start sympathetic to the Resistance") then you can do it with a little engineering on the module's part.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5194676, member: 54846"] Same idea but something a little more serious. Another way to make this villain more than your typical villain is through giving the players something to care about, then [I]threatening it[/I]. Rise of the Runelords did this with Sandpoint. You have the PCs get attached to something/someone - and then the villain seeks to destroy the things the PCs hold dear before coming after them. Now, this is tricky because it's a [I]module[/I], so you need to set it up with enough flexibility to account for any type of PC, and multiple choices on the players part. But if you can do it at the beginning of WotBS ("All PCs start sympathetic to the Resistance") then you can do it with a little engineering on the module's part. [/QUOTE]
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