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Who's your villain?
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<blockquote data-quote="jgsugden" data-source="post: 7973457" data-attributes="member: 2629"><p>My most common model for a campaign is to have 6 story arcs - 1 major and 5 minor. I call it the B5 method (after Babylon 5). It runs sort of like 5 seasons of television with 5 season long stories, but each ties into the major storyline which resolves somewhere along the 4th or 5th "season". </p><p></p><p>Each of the minor storylines has some relationship to the major storyline, but they tend to be more about shades of grey stories where there are opposing forces, and it may not (or may) be clear whether anyone is truly the bad guy. Some of these storylines may be explorations (a series of dungeon delves), hexpanse (exploring an area - a hex crawl), a war (where the PCs might be on one side, might be caught in the middle, or might be fighting to stop the war), a mystery (I use Veronica Mars type storytelling where there is room to learn a lot, but it may not all be right), or something else. There is an opponent that will be at the core of the storyline, but they might not always be villains. They could be rivals, or just a time limit on how long they have to solve something.</p><p></p><p>However, the Major Storyline will <em>always</em> feature a clearly evil foe. Asmodeus, Orcus, Vecna, Big Pharma, ... something that the PCs <em>know</em> must be opposed and that they can feel a sense of victory when they beat it. I feel the big bad of the major campaign needs to give them that clear sense of victory. I also make sure to have a few more clearly evil enemies long the way, but certainly not everyone is a melodrama villain.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7973457, member: 2629"] My most common model for a campaign is to have 6 story arcs - 1 major and 5 minor. I call it the B5 method (after Babylon 5). It runs sort of like 5 seasons of television with 5 season long stories, but each ties into the major storyline which resolves somewhere along the 4th or 5th "season". Each of the minor storylines has some relationship to the major storyline, but they tend to be more about shades of grey stories where there are opposing forces, and it may not (or may) be clear whether anyone is truly the bad guy. Some of these storylines may be explorations (a series of dungeon delves), hexpanse (exploring an area - a hex crawl), a war (where the PCs might be on one side, might be caught in the middle, or might be fighting to stop the war), a mystery (I use Veronica Mars type storytelling where there is room to learn a lot, but it may not all be right), or something else. There is an opponent that will be at the core of the storyline, but they might not always be villains. They could be rivals, or just a time limit on how long they have to solve something. However, the Major Storyline will [I]always[/I] feature a clearly evil foe. Asmodeus, Orcus, Vecna, Big Pharma, ... something that the PCs [I]know[/I] must be opposed and that they can feel a sense of victory when they beat it. I feel the big bad of the major campaign needs to give them that clear sense of victory. I also make sure to have a few more clearly evil enemies long the way, but certainly not everyone is a melodrama villain. [/QUOTE]
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