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Why Villainous Rants?
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<blockquote data-quote="S'mon" data-source="post: 1558686" data-attributes="member: 463"><p>I generally prefer Cool One-Liners (free action!) to long involved rants. You pretty much never get villainous speeches in my pretty hack & slash Borderlands game. OTOH the other GMs in my group run much more roleplay-intensive games. I don't see the cheesy-timestop-villain-rant though, the PC/Villain interaction seems to arise naturally from context, more Blake's 7 than Flash Gordon. In B7 the heroes would get captured by the villainess (Servalan), or occasionally they'd captured her, and there'd be lots of back & forth debate and attempts to Intimidate, Diplomatise & Bluff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Similar stuff happens in the Midnight campaign I play in, my PC especially loves to engage the antagonists in debate, using her maxed out Intimidate score.</p><p></p><p>In one adventure recently she was captured by the baddies, managed to escape and with another prisoner found the BBEG & his cohorts in his chambers, with another prisoner PC. Staying outside the doorway & shouting in at them, I used Intimidate to keep the baddies afraid and cooped up in that chamber, and try to get them to release my friend:</p><p></p><p>"You have one chance to get out of this alive! ...Your guards are dead, Vorne!" etc</p><p></p><p> ...when if they had realised our weakness they could easily have attacked and killed us. Eventually the other PCs arrived and attacked the enemy, getting the prisoner killed in a botched rescue attempt. It was cool while it lasted, though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Likewise in the last Midnight game, I forced the elf ghost who'd been screwing around with us to justify her actions and engaged her in some moral-philosophical debate, exposing the flaws in her postion, which was very satisfying after an extremely frustrating time-loop scenario. Midnight does seem to lend itself to in-depth roleplay much more than regular D&D does, though.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1558686, member: 463"] I generally prefer Cool One-Liners (free action!) to long involved rants. You pretty much never get villainous speeches in my pretty hack & slash Borderlands game. OTOH the other GMs in my group run much more roleplay-intensive games. I don't see the cheesy-timestop-villain-rant though, the PC/Villain interaction seems to arise naturally from context, more Blake's 7 than Flash Gordon. In B7 the heroes would get captured by the villainess (Servalan), or occasionally they'd captured her, and there'd be lots of back & forth debate and attempts to Intimidate, Diplomatise & Bluff. :)Similar stuff happens in the Midnight campaign I play in, my PC especially loves to engage the antagonists in debate, using her maxed out Intimidate score. In one adventure recently she was captured by the baddies, managed to escape and with another prisoner found the BBEG & his cohorts in his chambers, with another prisoner PC. Staying outside the doorway & shouting in at them, I used Intimidate to keep the baddies afraid and cooped up in that chamber, and try to get them to release my friend: "You have one chance to get out of this alive! ...Your guards are dead, Vorne!" etc ...when if they had realised our weakness they could easily have attacked and killed us. Eventually the other PCs arrived and attacked the enemy, getting the prisoner killed in a botched rescue attempt. It was cool while it lasted, though. :) Likewise in the last Midnight game, I forced the elf ghost who'd been screwing around with us to justify her actions and engaged her in some moral-philosophical debate, exposing the flaws in her postion, which was very satisfying after an extremely frustrating time-loop scenario. Midnight does seem to lend itself to in-depth roleplay much more than regular D&D does, though. [/QUOTE]
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