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*TTRPGs General
Why Villainous Rants?
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<blockquote data-quote="random user" data-source="post: 1558615" data-attributes="member: 16581"><p>Without thinking too much (since it's too late to do that... I'll let you decide which way I mean that), most bad guy speeches come at one of two places:</p><p></p><p>1. the bad guy thinks he has the hero beaten and is gloating before he kills him off</p><p></p><p>2. there is some impasse which is preventing concentrated fire (such as two people with guns taking cover from each other).</p><p></p><p>I don't recall offhand any movie where the hero comes charging in, the villain starts ranting and the hero stops his charge and listens.</p><p></p><p>So I would say if you really want to have a villainous rant, you need to set it up somehow.</p><p></p><p>For example, instead of having the dragon swooping in on the PC's (which I imagine results in a rant along the line of "Now is the time you die" or something short), have the PC's have to get into the dragon's lair. Of course (assuming it's a red dragon for the purposes of this example) the dragon's lair is in the middle of a huge lake of lava, and he has minions bothering the PC's from far away.</p><p></p><p>The dragon could start his speech (either in a booming voice or into their minds) while they are still far away dealing with the minions and figuring out how to get across the lava. Yes there are still a number of ways to foil this (ie teleport, windwalk, etc) but it is this type of situation in which it could more realistically occur asuming the PC's can't shortcut this.</p><p></p><p>I think the key is have something to occupy the PC's time. This can be in the form of a trap that PC's need to struggle out of, minions that are attacking, something that prevents attack (for example in Phatom Menace the force walls that periodically turned on/off right before the Darth Maul battle scene), etc.</p><p></p><p>But I think given a lack of any other occupying task, both in movies as well as D&D, the hero is going to try and kill the bad guy as quickly as he can.</p></blockquote><p></p>
[QUOTE="random user, post: 1558615, member: 16581"] Without thinking too much (since it's too late to do that... I'll let you decide which way I mean that), most bad guy speeches come at one of two places: 1. the bad guy thinks he has the hero beaten and is gloating before he kills him off 2. there is some impasse which is preventing concentrated fire (such as two people with guns taking cover from each other). I don't recall offhand any movie where the hero comes charging in, the villain starts ranting and the hero stops his charge and listens. So I would say if you really want to have a villainous rant, you need to set it up somehow. For example, instead of having the dragon swooping in on the PC's (which I imagine results in a rant along the line of "Now is the time you die" or something short), have the PC's have to get into the dragon's lair. Of course (assuming it's a red dragon for the purposes of this example) the dragon's lair is in the middle of a huge lake of lava, and he has minions bothering the PC's from far away. The dragon could start his speech (either in a booming voice or into their minds) while they are still far away dealing with the minions and figuring out how to get across the lava. Yes there are still a number of ways to foil this (ie teleport, windwalk, etc) but it is this type of situation in which it could more realistically occur asuming the PC's can't shortcut this. I think the key is have something to occupy the PC's time. This can be in the form of a trap that PC's need to struggle out of, minions that are attacking, something that prevents attack (for example in Phatom Menace the force walls that periodically turned on/off right before the Darth Maul battle scene), etc. But I think given a lack of any other occupying task, both in movies as well as D&D, the hero is going to try and kill the bad guy as quickly as he can. [/QUOTE]
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