Roleplaying Tips Weekly E-Zine Issue #432
Villainous Escapes: How to Help the Bad Guy Live to Fight Another Day
Contents:
This Week's Tips Summarized
Villainous Escapes: How to Help the Bad Guy Live to Fight Another Day
- I Planned for This All Along
- Want to See a Magic Trick?
- Choose Wisely
- Know When to Fold 'Em
- Do the Monster Math
- Placate the Players
Gamemaster Tips Summarized
- Secret Information Cards
- Homebrewing A World
- Freewheeling Gaming
- The Introductory Game Session
- My Best Campaigns
Latest Posts @ CampaignMastery.com
- Pile On This: Undead Are Taking Over. What Happens?
- The Undead Are Coming
- When Good Ideas Linger Too Long: Compacting Plotlines
Johnn Four's GM Guide Books
Dreamscarred Press offers Gift to Readers
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A Brief Word From Hannah
Candle Campaign's Back from Break
I had my first post-holiday session this past weekend. It
went very well. The party killed some goblins and even
managed to be sneaky a couple of times. Sort of. Now the
paladin is glowing and the Big Bad is on her way. Or she
just sent an army of goblins to slaughter them; no one's
sure yet.
Our party's ranger now lives elsewhere, but we weren't ready
to count his character out of the campaign just yet. Our
solution: a webcam on our end, focused on the battlemat, and
a microphone on his end. We switched back and forth between
various chat programs trying to find one that worked well
with our audio/video setup, and I think we settled on Skype.
We kept a chat window up for secret communications.
It wasn't as good as playing in person, but it's by far the
best long-distance setup I've ever tried.
D&D to Wushu Quick Conversion
A while back, I mentioned how much fun our group had running
the first few combats of a session in Wushu. Johnn asked if
there was a sure-fire way to convert from D&D to Wushu, and
I didn't think there was. Having thought about it some more,
I finally have an answer.
Wushu characters are usually defined by three Traits and one
Weakness. To insta-convert a D&D character, have one Trait
be their primary attack, one be related to their race, and
the third related to their class, with a roleplaying-related
Weakness. Set two Traits at 4 and one at 5.
For example, a Dwarf Paladin might have Traits of Hammer
Time 5, Like a Rock 4, and Hotline to Moradin 4 with a
Weakness of You Gonna Drink That? "Like a Rock" could apply
to both the character's endurance, and his skill with
stonework. If you're not feeling up to catchphrases and your
DM doesn't mind broad traits, Big Hammer 5, Paladin 4 and
Dwarf 4 would work just fine.
Traits in Wushu can be a lot more creative than that, but if
you're looking to spend 30 seconds or less switching over,
just go with attack, race and class.
Hannah Lipsky,
hannah@roleplayingtips.com
AIM: DemonIllusionist
Website: chaoticshiny.com
Tips Request: Homebrew Terrain
I'd like to bring 3D and more atmosphere into my games. We
use minis a lot in my current campaign, and while colour
poster battlemaps from modules and whatnot are great, I
would love to add in more dimension, especially cool set-
pieces of special places. I'd also like more terrain
"pieces" to assemble custom layouts with for key encounters
rather than static posters.
I know the Dwarven Forge sets are awesome, and I might opt
for a set or too, but I'm looking for some homebrew
solutions right now.
What are my options? If I'm feeling crafty, what can I
build?
Thanks in advance for your tips!
johnn@roleplayingtips.com
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Villainous Escapes: How to Help the Bad Guy Live to Fight Another Day
By Roleplaying Tips Readers
In issue #425, we posed to you the following question:
"How can bad guys escape? Players are effective at slaying
all opposition. In most systems, the rules are stacked
against the villains. Free hacks, different movement rates
(Darth Vader is not exactly a fast runner) and all that.
GMs also often shy away from the improv required. If the bad
guy moves off the map, what now? Then there's the dreaded
chase scene. How to GM those well, under pressure, without a
plan?
Many GMs throw in the towel. If they're experienced, they
enter the encounter knowing the bad guy is likely to die. If
they're not thinking ahead with the proper expectations,
then they'll end the encounter frustrated, thinking they
somehow botched things.
How do you help bad guys escape when you hope for a
recurring NPC?"
We received a ton of great responses from the following
readers: Chad Samuels, Ken Burgan II, Lev Lafayette, Mark of
the Pixie, William Honchell, Chuck Neves, JFK, Carlo,
CRader, Brad Gilbert, Richard Coulson, Fernando "Shiruba,"
Steven, Charles Ciaffone, Ian Winterbottom, Guy Goddard,
Ulv, and Christian Kelley.
Mixed and matched and compiled into themed lists, here are
their suggestions.
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1. I Planned For This All Along
Your villain is smart, connected, and powerful; why else
would he be such a threat to the PCs? It stands to reason
that he'd put all of his resources to use in achieving his
most important objective: not dying.
The number one tip that reader after reader sent in was
this: plan the escape route in advance.
Here are a number of ways that could be achieved:
- Traps to slow down the heroes, including trapped escape
routes.
- Secret passages and trap doors are always good, as are
false walls.
- The old movie chase favorite: use a large moving object or
a closing door that closes just behind the villain.
- Ninja smoke bomb. Need not be smoke; flinging around a bag
of flour can obscure a room long enough for an escape.
- Have some method of stunning the PCs long enough for the
villain to make some sort of quick quip and walk away into
the darkness
- Traps and minions dedicated exclusively to assuring an
escape.
- Make the escape route hazardous to the PCs. Not just
standard traps, but long drops or murky water that the
villain has pre-planned ways of navigating.
- Set timers or triggers. The ice tunnel caves in, the
building explodes, or the hounds are released just after the
villain has made his exit.
- Plan for the worst case. Have tricks and spells for
getting out of restraints and escaping captors.
- Don't wait around for the party. Have them face a
doppelganger, an illusion, or the chief lieutenant.
- Use trickery. Make the PCs' assault on the evil lair look
like an unprovoked attack on an innocent location, and call
in the proper authorities to help defend it.
- Think like the PCs. They'll cut the rope holding up the
chandelier? Reinforce it, or better yet, connect it to a
trap door instead.
- Have a secondary base already prepared somewhere else.
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2. Want to See a Magic Trick?
Many villains are evil sorcerers, seductive enchantresses,
or power-hungry archmages. Even those who aren't have
henchmen or contacts with at least some amount of magical
skill. Put all that power to use.
Some tried-and-true methods of escape by magical means:
- A ring of invisibility is always a classic.
- Teleport out, but leave something behind. For example, a
bomb.
- A wall of fire is nice, but a foot-thick wall of ice is
better.
- Summon fodder creatures to keep the PCs busy while the
villain escapes.
- Escape portal. Another classic, the villain who can create
portals and step through them. Having the bad guy close the
portal and cut an NPC in half, or having their destination
be a realm of fire, does a lot to discourage pursuit.
- The bad guy just flies up and away, or steps through a
wall, jogs across the river, or runs at super-speed for a
moment. Any mode of transport the PCs don't have can be a
possibility for escape.
- Swap bodies with someone in a safer position - even
better, with a friend of the PCs.
- A simple illusion or shapechanging ability can make
blending into a crowd the perfect escape.
- Any psychics working against the heroes? Just have them
use telekinesis to create a physical barrier between the
heroes and villain. Too high to climb over, can't dig under
it, too heavy to move.
- Distract the players with illusion spells.
- Let the villain die. If the bad guy had the backing of a
powerful organisation, then resurrecting him should not be
too much trouble. Even if he doesn't, there are always
wandering necromancers with entirely too much time on their
hands.
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3. Choose Wisely
What better way to save the villain than to convince the
party they don't want to kill her in the first place?
Failing that, face the players with a different choice: kill
the villain and risk losing something just as important.
Potential moral quandaries include:
- The villain fires a shot into a building support. The hero
has to choose between saving the bystanders or capturing the
bad guy.
- A character who is untouchable, such as a popular mayor or
respected priest.
- The villain knows something important. Best done if the
PCs have personal secrets they need answers to.
- A poison will. The old "Copies of this letter will be
released to the press in the event of my death" trick. Best
used when the PCs have dirty secrets they don't want
exposed.
- The villain is needed to do something important, such as
keep the hellmouth closed. If they die, it opens.
- Make the party choose between saving a hostage and
finishing off the villain. If he pushes the captured heiress
into the river, bound hand and foot, what will the PCs do?
- One way to discourage pursuit is to take a hostage along
for the ride.
- Have your bad guy linked, magically or otherwise, to
innocent captives who soak up his damage.
- If the PCs are greedy, toss a timed grenade into the
vault.
- Have the villain be an old friend or a family member who
just might have a spark of goodness left within them.
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4. Know When to Fold 'Em
Sometimes the best way to win is not to play. Facing down a
band of powerful adventurers tricked out in all the latest
and greatest magical gear certainly qualifies as one of
those times.
For your villains who prefer discretion to valor, try the
following:
- Don't get near the party. If the situation requires the
villain to be in the area of combat, he will be inside an
armored vehicle with the max possible amount of discrete
armor on. And he will leave exactly when the PCs notice he
is there.
- Know when to run away. This can be as simple as realizing
well in advance when the battle is up, or be as complex as a
surveillance system.
- Put hordes of lackeys stand between the big bad and the
heroes.
- Make henchmen strong enough to be a threat the PCs can't
ignore. This way the villain has more time to act and plan.
- Place the villain near a trap door let them lob projectile
attacks at the PCs. Let the villain flee before the lackeys
are all mopped up.
- Leap to certain death. A classic, best if done into a
river or the sea. Any PC foolish enough to follow will wash
ashore beaten and battered and barely alive.
- Call in a favor. The party has powerful patrons, so why
shouldn't their nemesis?
- Surrender. If the party has characters with strong morals,
they will be hard pressed to just kill a foe who has
surrendered. Sure the villain might end up in prison, but
they can still scheme, and quite possibly, escape.
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5. Do the Monster Math
These escape tactics are all well and good, but how do you
implement them in the game?
Some crunchy ways to ensure your baddies keep coming back:
- If the villain engages, give him the initiative. That way
when he gets down to low health he can flee right away.
- Have getaway spells keyed to a certain Hit Point total.
When the villain drops below it, the escape mechanism kicks
in automatically.
- Make sure the villain's enchanted item only has one
charge. The party will be ready for it the next time anyway,
so it doesn't make it less useful for the villain, and it
does prevent the PCs from abusing it if it falls into their
hands.
- Specific D&D spells that make for good escapes include
Darkness, Grease, Fly, Invisibility, Hold Person, Sanctuary,
and Expeditious Retreat.
- Targeting PCs often gives them a chance to save, so try to
work out spells that don't.
- Use an action point, or any mechanic that bestows an extra
action, and use that action to outrun the party.
- Rituals take time to cast, but they can last quite a
while. Summon some Phantom Steeds or be ready with Shadow
Walk before the party shows up.
- If you don't want the villain to die yet, have them just
be too strong for the party. An AC that only a critical can
hit, or enough hit points to take all the party's attacks
for five rounds and still walk away smiling.
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6. Placate the Players
Recurring villains can be great fun, but they can also be
major annoyances. Make sure your players see their
antagonist's escapes as awesome plot twists rather than
frustrating obstacles, or worse, deus ex machina.
Before setting up a recurring villain, check with the
players if they are okay with the idea. Letting your players
know up front this guy will always escape death means they
do not mentally set themselves up to kill him.
Make the villain pay for his escape. If he teleports away,
the PCs should hear the laughter of the demon he bargained
with to do so; if he calls on the dark side to boost his
powers, they have to see the lightning crackle and his face
contort. The mentalist should bleed from nose, ears and
eyes; the vampire's pride should be visibly shattered. Even
if the PCs don't win, their adversary must be seen to lose.
* * *
Thanks to everyone who e-mailed in for your excellent tips!
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For Your Game: Holidays
Holiday: Feyfest
From: chrysaetos
Once planting is done, the farmers living near Brigid's
Forest celebrate the end of the work with a feast for the
fey living within the wood. This is the time when local
druids bless the fields and children are given their birth
name.
Marriages should not be performed on this day, however, lest
the happy couple be "blessed" by the mercurial fey and bring
trouble upon their house.
During the feast, people dress in elaborate and sometimes
shocking costumes based on the fey themselves. Costumes
range from faux pixie wings and goat-hide trousers to
dresses of woven leaves.
It's not unusual for a few sprites or a satyr to join the
festivities, though sometimes more rare and unusual fey
appear; a nymph, a spriggan, even the occasional unicorn
straying from its glade. Strange curses and quirky blessings
are commonly bestowed by the fey, though generally lifted by
the next full moon at the latest. It's a day for mischief
and merriment for all concerned.
Holiday Encounters:
- A crew of mischievous pixies spike a bowl of punch with
Elixir of Love.
- A ragewalker shows up at the festivities, sowing chaos.
- The satyrs get drunk and, well, go read some classical
mythology.
- A redcap curses the town for refusing to let him
participate.
- The Queen of the Fae arrives with her panoply for the
celebration, but when she leaves in the morning, the
inhabitants suddenly becomes ravenously hungry and discover
that the town has lost three days of time.
- A couple who elope during the holiday at a satyr's
suggestion have their first child replaced by a changeling.
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EpicWords For Campaign Management
EpicWords is a new online system for managing tabletop RPGs.
We're relatively new to the scene (just out of beta in
November 08).
Epic Words has a large number of features to track and
organize the progress of a campaign:
- Character Blogs / Campaign Journal
- Wikis for Gamers
- Private Campaign Forums
- Loot Tracking
- Experience Tracking
- File Upload
- Activity Logs
- Privacy Controls
- Notification Options
www.EpicWords.com
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Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Secret Information Cards
From: Mark of the Pixie
I made up a list of about 30 cards with common secret
information on them. I just wrote them out on the back of a
stack of old business cards.
My list had things like:
- They are hiding something
- You are being watched
- You don't trust them
- Something is wrong
- They are trying to delay you
- They are scared
- They are lying
- You sense magic
- You sense evil
- :) [Smiley face.]
- :( [Frowny face.]
To keep players honest I also put in some red herring cards:
- Smile and hand this back
- Frown at another player
- Ask me what this means
I also kept a few blank cards on hand so I could scribble a
more specific note if I needed to. Then I could shuffle it
in and hand it out with some blank or red herring cards and
players would not know who got what.
It worked really well.
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2. Homebrewing A World
From: Jack Crow
www.ruleofthedice.com
The best advice I can give for homebrewing a world is know
the difference between a fully realized and a fully detailed
setting.
A fully realized world does not have to be complete; it just
has to suggest completeness.
- Don't detail more than you need, or you might risk
creative paralysis when you're playing.
- Detail the awesome parts of the world and really make an
effort to create something unique to enhance play
experience.
- Be sure the feel and tone of the setting reflect your
overall meta concept.
- Let the game evolve to fill in the rest of the details
during play.
I have learned this the hard way. I over-detail all the time
and have to force myself to only create what needs creating
for the game.
I am going to write a series on creating a homebrew settings
on my blog sometime in next while, feel free to pop by and
give me some advice. I hope that helps and good luck. Just
to let you know role playing tips was the first RPG site I
ever read, and its still one of my favorites.
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3. Freewheeling Gaming
From: Loz Newman
"Freewheeling" gaming within a restricted game-sector.
Step 1) Get an idea for a campaign, work it up into a
proposition for a group of players.
Step 2) If they go for it, define the world history, basic
cultures in conflict to explain to players the PC creation
possibilities. Define the starting sector fairly well, and
the world only lightly (they won't be visiting the entire
world immediately anyhow).
Step 3) Let them create their characters together. During
this, listen to/ask them what they'd like (campaign-wise).
Sometimes I go the full blown questionnaire route.
Step 4) Run a short intro scenario to "get their feet wet".
Step 5) Before the next scenario, detail the area they'll
game in in greater detail, keeping one step ahead of them
all the time. Have the concept of the important areas they
might visit in your head at the very least. Maps and
galleries of NPC images are even better.
Basic principle: In-game, improvise the role-playing/stats
for NPCs around your concepts. Don't bother defining
everything in great detail ahead of time, most of it will
just end up be unused (could be used later, though). Keep
notes about players goals/wishes, and work them into the
concepts for future scenarios.
Have the broad canvas in mind, and be able to improvise
convincingly on an instant's notice, then do the detail work
on NPCs the players want to keep interacting with between
scenarios.
This cuts down on the unnecessary work, allows you to adapt
the world as you go and allows the players wishes to
influence what the GM put into play.
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4. The Introductory Game Session
From: Loz Newman
Since I know my players (e.g. have listen carefully to their
comments and wishes during PC creation) I usually already
have a good idea of what would make a good session for them.
If I've gone the questionnaire route I've got maybe too much
info. :)
With this information, I adapt the intro scenario (cameoing-
in NPCs mentioned in the PCs' backgrounds and concepts, for
example).
The basic goal of the intro is to present the campaign
initial thread to hook the players' interest. I'll emphasize
threads of particular interest to them during the obligatory
first step of briefly recapping of the world (two minutes of
capsule history of the world, one minute of local history).
Next, I briefly tell every player why their PCs are at the
initial encounter location (public info out loud; sneaky
private stuff linked to their secret identities briefly by
written note I had time to write during the character
creation process). Linking the PCs into a living world is
*very* important.
Intro scenarios are generally one or two encounters to
federate the PCs together, leading to an intrigue of some
lives/secrets) and a whopping "cliff-hanger" to hook them
into the fully-blown second scenario and give them that
"Wow" feeling towards the end of play.
I give a minor XP award so players can tweak the PCs (with
me paying attention to the use of XP as signposts about
players' worries and desires), and we're off to the races.
Note the key thread of engaging player emotions, giving them
links to the campaign they should wish to explore,
generating the feeling that the world lives and moves around
them, and they can influence it. Positive emotions (e.g.
that "Wow" feeling) for all. In short, *fun* gaming.
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5. My Best Campaigns
From: Leonard Wilson
My best campaigns always seem to go like this:
- Pick a premise (including a synopsis of the setting) and
rules set.
- Have the players create their characters.
- Sketch out some vague thoughts for a master story
tailored to the PCs' motivations, with an important NPC
or two.
- Sketch out some vague thoughts for a more immediate story
arc, with an important NPC or two.
Before each session, I then do this:
- Write an opening script for the session (a la West End's
"Star Wars") to begin in mid-action, brainstorming what has
set up this cool situation, and some directions and scenes
it could all lead to. This is always where my hardest prep-
work comes, trying to make sure that everyone's imagination
is fired up, and we can hit the ground running.
- Sketch out some vague thoughts for the NPCs who'll be
critical to the session.
- Grab some dice, sit everyone down, and let it roll.
Note, when I say I sketch out ideas, that can be literally
true. A page of game notes for me is often a series of
doodles meant to jog my memory for key people, places, and
events.
When I do more prep than this, I tend to lose sight of the
end goal of actually getting everyone together to play, and
it becomes strictly design for design's sake. And if I
actually do get players to the table, I'm so involved in the
creation that I over-think the action, and play begins to
drag.
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Latest Posts @ CampaignMastery.com:
Campaign Mastery is the official blog of the Roleplaying
Tips E-zine. It's a great way to get more GMing advice and
to chat with me and other readers about GMing. Here is a
quick summary of what's new.
The PCs open a permanent rift to the plane of death. How
could you campaign change? How could the world change?
Readers chime in with a ton of great ideas....
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Mike Bourke responds to the undead rift question in this
excellent article.
This is now the Defining Event of the campaign. It will
affect everything and everyone in some way. Many of the
suggestions other readers have made are excellent, but
present an incomplete picture. In terms of the populace,
there are 4 different relationships with the event, each
with its own reactions to the event....
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How to use the tools of communication and script-writing to
serve players' wants better, while still moving forward with
your hopes and dreams for the campaign.
* * *
Be sure to subscribe to the blog to get the latest updates sent to you:
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.
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