Roleplaying Tips Weekly E-Zine Issue #437
Running Recurrent Bad Guys
Contents:
This Week's Tips Summarized
Running Recurrent Bad Guys
- Initial Encounters
- Speeding Up Recurrences
- Who Deserves an Encore?
- Ways to Escape
- Villainous Deceptions
- Don't Overdo It
Gamemaster Tips Summarized
- Plan Wide Not Deep
- 10 Things To Do Before Starting A New RPG Campaign
Johnn Four's GM Guide Books
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A Brief Word From Johnn
Game Masters Give Yourself a Pat on the Back
March 4th was GM's Day, a day to reward, celebrate, and
thank GMs who work hard to entertain their players and keep
the hobby thriving. While it's become quite the Hallmark
holiday, it's awesome to see awareness of the notion grow
every year.
So, as I sit here writing this, I have a mug full of Tim
Horton's coffee, and I am clinking it against my monitor in
salute to you for your ongoing gaming. Even if you aren't
GMing a game currently, it's still wonderful to know so many
people are passionate about this great hobby.
Clink. Oh crap. Honey, where are the paper towels?!
Have a game-full week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Running Recurrent Bad Guys
A guest article by Sebastien Boily
Just what is a Recurrent Bad Guy? He or she is usually a
sentient enemy (or a common beast, but that'll be harder)
the players will face more than twice. Why not just more
than once? In my experience, PC hatred for recurring baddies
increases with the feeling of failure he represents.
Following are a few tips on adding recurrent bad guys to
your campaigns.
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1. Initial Encounters
The first encounter: The first time they see him, the new
random bad guy will likely be less compelling to the PCs
than the weak goblin that managed to flee the last
encounter, even though the bad guy is a chaotic evil
necromancer who has slain a hundred children as a sacrifice
to his gods.
The second encounter: In their next meeting with the bad
guy, the PCs will want to get rid of him for good because at
this point he is a nuisance. If they happen to kill him then
the case is closed; they failed once but it will never
happen again - at least not with this bad guy.
What you want, though, is to have a third encounter. Perhaps
the PCs thought the bad guy was dead, or he obviously
survived that second encounter. Either way, the PCs will
know instinctively that he'll be back. Both tactics will
grant him the title of Recurrent Bad Guy.
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2. Speeding Up Recurrences
There are times when you don't need a first encounter just
to set up the bad guy for his later reappearance.
If your players are already feeling a sense of failure or
guilt before they ever meet your bad guy, then your players
will face the first encounter from a different perspective.
For example, let's go back to my necromancer. Maybe one of
those children was the friendly town kid who used to say he
would join the party once he was grown-up enough to wield a
sword. Witnesses say he was one of the first to be slain
since he tried to protect the blacksmith's daughter. Wasn't
he a brave six year old?
If that particular bad guy survives the first encounter and
plans to come back to take his revenge, then he will
probably have already achieved the prized status of
recurrent. This means that the first encounter qualified as
the second encounter, in terms of the players' feelings.
If your recurrent-to-be bad guy hasn't been met yet but has
done mischief that involves the PCs, then he might already
be a recurring bad guy. Again this means that the first
encounter will qualify as the second encounter.
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3. Who Deserves an Encore?
I believe you should not plan for your bad guy to survive
the first encounter unless your party feels strongly about
him already. If your PCs have no particular feeling for him
and they haven't heard much about him, you probably haven't
designed or introduced him well.
In my experience, sometimes unplanned recurrences can make
the best bad guys.
The first time your bad guy survives an encounter with the
PCs, it should be for one of these reasons:
- He fled the encounter and they did not pursue, he was
simply faster, or the situation gave him an advantage that
made it logical for him to survive.
- The encounter was roleplayed and he talked himself out of
it or they decided to avoid the fight. If your party regrets
this later, it's a good thing.
- He won. Sometime PCs get their asses kicked; he might have
left them for dead or enslaved them, etc.
In any case, the way he gets away should not be too
spectacular or incredible because you can't abuse those
tricks. Besides, you will want to keep them for the next
encounter, which is where he can have much more impact than
the first.
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4. Ways to Escape
There are many ways to make recurrent bad guys pass the
"second encounter" gate. Some will require planning prior to
encounter.
- Minions. Have an overwhelming number of minions block the
path to your bad guy. When he feels the battle cannot be won
the villain leaves. By the time PCs hack and slash their way
through the fodder, your villain is long gone.
- Allies. Use a strong right hand man or bodyguard; the bad
guy is usually confident in the chances of his trustworthy
minion and leaves the party with him at the very beginning
of the fight.
A twist is that he actually begins the fight alongside the
bodyguard, but when the battle is about to be lost he leaves
him to a certain death. Or, the bodyguard could knowingly
give his life and ask his lord to flee - a great way to show
your PC the type of control your bad guy has over his
minions.
- The giant eagle trick. Remember Lord of the Rings, when
Gandalf flees Sauron's tower on the back of a giant eagle?
You can do the same with your bad guy. Have him use a horse,
a dragon, a giant worm or anything else he could have
trained as a mount or a means of escape.
- Spells. The best means of escape will ever be magic. This
includes the classics teleport and invisibility, but how
about tree walk, shadow jump, portals, or flesh to mud?
- Slow the PCs down. Your villain might have planned his
retreat and brought caltrops, tanglefoot bags, webs,
poisonous gas bomb, or the likes to slow down any pursuer.
He could also use paralysis, sleep, slow, or frost spells.
- Get him into jail. If he has done lot of bad things, he
will probably have attracted the attention of the guard, the
king, the police, the army, etc. They might want him to be
jailed or to have a trial. If your PCs are lawful they will
have to try to avoid killing him. We all know that a prison
in a roleplaying game always means prison break. Soon your
bad guy will be on the run again.
- Surrender. Perhaps he surrenders to avoid being killed. If
your PCs are good and/or lawful to a code that forbids
killing an enemy that surrenders, they must let him live. If
they do not all belong to that code, this may give your guy
time to flee by other means.
- Try to have the PCs flee. It is possible your recurrent
bad guy has discovered some ancient artifact or trained a
lot in between two encounters, making him a formidable foe.
This time the PCs have no choice but to run, and he doesn't
feel like going after them or doesn't catch them. If your
PCs aren't likely to flee when they feel threatened this can
lead to a total party kill, so be careful.
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5. Villainous Deceptions
Bad guys aren't straightforward, and you don't have to be,
either. Slinging spells and marching in mooks aren't the
only ways villains can live to flee another day.
- Fudge the dice. The PCs are running behind him, he enters
a room and exits through one of two doors. If they
investigate or choose a random door, roll the die - and
fudge it. Unfortunately, the PCs chose the wrong path, their
investigation gave him enough time to hide or to get away,
or maybe he just knows the place better and has taken a
secret passage.
- Let him die. Simply do not let him flee; let him die. This
doesn't mean he'll never be back; your bad guy might have
followers that will attempt to resurrect him. Preventing
that resurrection might be the next quest for the PCs, or he
might show up at a time they do not suspect.
Maybe he regenerates or will be reborn at a particular place
like a vampire or a lich. Maybe he's made out of energy, and
they have to do something particular to get rid of him
beyond merely dropping him below zero HP.
- Body dies, spirit remains. Perhaps he can transfer his
spirit and/or mind into another body; maybe a stronger body
or even one of the PCs'. This will give your guy a new face,
maybe new physical stats.
What if the new body is the local lord, a child, or a good
friend? Your PCs now have to free the body, not just kill
him. Great roleplaying opportunities.
You can have your bad guy transformed into an undead by an
even greater evil, or have him make a pact with a devil or
demon. Maybe some techno freaks will turn him into a cyber
zombie or cyborg.
- He was a fake. He might well have been a mirror image or
astral projection; killing him only makes it disappear.
Maybe he is a clone and the real baddie is out there
somewhere.
An interesting twist would be that he actually was a test
clone and the real bad guy has somehow witnessed the fight
to perfect is knowledge on cloning producing stronger and
stronger clones. The PCs must stop him before his army is
ready.
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6. Don't Overdo It
For most PCs, failure isn't fun! To the PCs, a fleeing bad
guy means only half a victory.
This can be worked to your advantage, but if it happens too
often it becomes boring. Do not give your PCs that feeling
of failure too often.
Having your bad guys survive all the time will sometimes
look like you are railroading the PCs. If you ever have a
player say out of character, "Well, he wasn't meant to die
at this time," this should ring an alarm. It might be time
to have another bad guy take that one's place, or change
your GMing style.
In between appearances of your recurrent bad guy, have a few
side quests or battles against his minions. This way, the
PCs will feel that, while they might not yet have won the
war, at least they won a few battles. And remember, fighting
minions of a recurrent bad guy adds to his status - you can
even create a recurrent minion.
To conclude, always keep in mind that a wise enemy will not
wait until a is down to few HP. He will retreat before he
exhausts all his resources and the tide of the battle goes
in the PCs' favor.
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For You Game: Holidays
Holiday: The Festival of Rebirth
From: John Gallagher
The town of Tanjer-lo is all that now remains of a once-
proud city, the capitol of a rich kingdom centuries ago. The
kingdom grew soft in its own luxuries, and when wild tribes
of prairie nomads united at last under a strong leader, the
kingdom found itself under attack from the suddenly strong
savages. Caught unprepared and under-fortified, the kingdom
fell to the nomads, who carried off the city's wealth, and
burned the capitol to the ground.
The survivors of the invasion, instead of scattering or
fleeing, resolved to stay in what remained of their homes
and rebuild. And that was the genesis of the Festival of
Rebirth. Despite their resolution they had nothing of value
and little skill, and they were unable to reclaim the glory
of their former city.
Today, the descendants of those survivors live as peasants
among the overgrown ruins of the ancient city. And even
though many of them live in stone buildings left standing
from the war, few of them know anything of the town's
history and the origins of the festival that they still
celebrate.
Today, the festival is often called the Day of Birth, or
just Birth-Day. According to local folklore, children born
on this day will be lucky throughout their lives, and
parents often try to conceive children with this festival in
mind.
Along with that, Birth-Day is also a traditional time for
lovers to become engaged. In fact, an entire schedule of
engagement, marriage and (hopeful) birth has been
established.
Engagements are announced on Birth-day, and a period of one
season (roughly 3 months) is allowed between the engagement
and the marriage, during which time a list of engaged
couples is posted on the town well.
At the end of the period, the prospective couples are
married in one large ceremony in the mostly-intact ruins of
the ancient temple of Ang. Ang is the chief deity of the
former kingdom, but is no longer worshipped.
The newly wedded couples then try to conceive a child to be
born on the next Birth-Day. Marriages that do not follow
this traditional schedule are considered cursed, since they
are assumed to be "necessary to conceal shame." And
firstborn children born very far from the Birth-Day
celebration are assumed to be bastards.
Scenarios:
- Ang might not have any worshipers, but that doesn't mean
he's gone. The town is plagued with storms followed by long
periods of drought, unexplained fires, and other weird
occurrences as Ang expresses his displeasure with the use of
his temple for this upstart festival.
- A firstborn "bastard" child asks for help cleaning the
stain from his birth, and from his mother's name.
- Children born months before or after the festival do
suffer from amazingly bad luck, and PCs find that folklore
is sometimes based on all-too-real, forgotten facts. Perhaps
some unseelie type faeries target these children because
their untimely birth offends them in some way.
- The ceiling of the ancient temple has collapsed, and since
the marriage date is in the middle of the rainy season, it
must be repaired for the festival to take place. PCs must
find stonemasons, builders or reasonable alternatives on a
very tight budget and strict time constraints if the
ceremony is to occur.
- Buried beneath the city, perhaps beneath the temple or
beneath the ruins of the castle, lies the one treasure the
nomads did not make off with, still guarded by numerous
traps and unliving creatures, like golems, gargoyles, etc.
- One year, for the first time in memory, there are no
pregnancies in the town as Birth-Day approaches.
Alternately, every married (even unmarried?) woman in the
town has conceived, even women past child-bearing years. And
on the morning of Birth-Day, they all go into labor at the
same time. This could be a whole lot more interesting if all
the midwives are in labor as well, which leaves PCs in the
midst of a medical crisis. But even after they navigate the
crisis, the question remains: what caused it?
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Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Plan Wide Not Deep
From: RPG Ike
Planning wide - a simple strategy for mitigating poor improv
skills and getting better return on investment for your prep
time.
I'm not good at improvising. So, how do I run a game for
multiple player types - be they method actors or butt-
kickers - without frustrating the rest of the people sharing
my table? I plan to the side, rather than deep. It's
efficient, and it works.
Plan Wide, Not Deep
I like to plan detailed, single sessions at a time, and
seldom know what will happen sessions from now except in the
most general terms. I believe this offers a higher quality
game in terms of anything benefiting from more granular
attention - especially encounter design, character design,
and plot.
Naturally I don't want to railroad my players, so I offer
the illusion of sandbox-choice by creating three or four
adventure sites at a time (planning wide). If my campaign
were a website, I would only plan about two clicks deep in
any given direction, but I'd have 3-4 different directions
for the user to explore.
I get my players to tell me between sessions what adventure
site appeals the most. During the session we visit that
adventure site, and I "age" the other adventure sites
appropriately based on PC and NPC actions. Sometimes this
means adventure sites need to be repopulated - a step I
usually do at the last possible moment to avoid continually
having to craft new challenges when the PCs level up.
Rarely, the adventure site "closes" - a rival group already
went through it and killed all the monsters, or perhaps the
story makes one site more important than all the rest - but
I always keep those forgotten sites in my back pocket. It's
easy to come up with hooks on the fly to bring the PCs to
your fleshier dungeons.
Site Recycling
You can even recycle adventure sites if necessary, if only
the best rooms. Visiting the same locations again can be
boring, but sometimes returning to familiar ground for
climactic confrontations (or the scenes of climactic
confrontations past) can be really enjoyable, and may add
layers to combat tactics and roleplaying in familiar
surroundings. Plus, you can turn all that familiarity on its
head by changing the familiar site, perhaps in drastic ways.
Other Tips for Efficient Planning
- Be sure to use mixed encounter groups when you populate
your dungeons. This makes it easier to swap critters in as
your PCs grow without having to revamp the entire encounter
group.
- Plan a generally more challenging game than your PCs'
level. Again, this keeps your crafted encounter groups
viable for longer while providing more rewarding battles.
- If you're stuck, try starting with a map, which is never
wasted effort. Even a collection of 10 by 10 rooms with
corridors connecting them can be used in a pinch, and your
design will inform the critters living there, the treasure,
and the adventure site's location in your world.
RPG Ike runs www.unnatural20.com (www.u20.ca), a blogsite
dedicated to creating cool monsters and providing encounter-
related advice.
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2. 10 Things To Do Before Starting A New RPG Campaign
From: Jonathan Drain
With permission: The Core Mechanic
My own D&D campaign recently went bust. It had me thinking
about what I could do to get things started on the right
foot the next time around.
- Get a reliable and committed group of players. Nothing
can be more frustrating than planning a new campaign and
having it fizzle out before it even starts because one or
more players decide to bail.
A key to preventing player false-starts is to shorten the
time frame between when you get their commitment to play and
when the game actually starts. If several weeks go by before
the first session, you should expect some people to bail.
Players can prevent their own false-starts by not agreeing
on a whim to start a new campaign. Player cooperation and
commitment to the game are essential for any campaign, and
if you bail out before it starts you are doing nothing short
of holding up the fun for others.
- Get a reliable and committed game master. Much like
getting reliable players - the same holds true for the GM.
This may not happen as often, but in my experience it occurs
often enough to mention. Some people love the idea of
running a game, but when the $%iT hits the fan they might
realize how much work running a good game is and decide to
bail.
Being a dependable GM trumps being an imaginative,
innovative, or cool GM, in my book. The former being a
requirement for an ongoing campaign; the latter being
something that can come from the player group just as much
from the GM. Basically - don't make promises you can't keep.
- Make known your expectations. Do you want this to be a
one-off adventure? Or a long-lived campaign? Are you going
to play your character seriously or with a sizable degree of
"salt?" Let the other players at the table know what you are
looking for and what your expectations are.
How many hours do you expect each game session to last? How
often do you want to gather for gaming? What is your play-
style? As long as everyone is open and honest about what
they want to get out of the game, then the group as a whole
can benefit by trying to meet those needs.
- Have everyone agree on a (semi-)regular schedule. It's
hard for working-professionals to meet more than once a
week, or even twice a month. College age or younger players
may be able to game more often, but this also taxes the GM
tremendously. Whatever the schedule, everyone should agree
on at least a tentative schedule before game play starts.
If you want to game for more than 3 hours at a stretch, then
try to avoid game sessions that start later than 7 pm.
Gaming late into the night can be fun, but consider that
some of the players in your group might have day jobs the
next day.
- Have the GM provide everyone with character creation and
setting guidelines. The GM should email everyone with
general guidelines about character creation and the setting.
Players can all participate in helping define these
guidelines, but ultimately the GM should firmly decide what
is and is not permissible for a given campaign.
Is the game going to be the default game system setting or a
home brewed world? What races and/or classes are allowed or
prohibited? Where can the participatory players find more
information about the setting?
- Have all your characters made before the first session.
Having character sheets finalized before the first day of
gaming is critical. First of all, it smooths out game play
so that the dice can start rolling ASAP and there are no
hangups. Second, it allows the discussion about the
characters to focus on what has been decided a week
beforehand instead of what was decided 5 minutes beforehand.
Oftentimes, a snap decision about character design might
leave players regretting their choices in the long run.
- Have an elevator pitch for each character. It's important
for each player to know something about the other player
characters at the start game play. An elevator pitch is a
great way to convey this information.
This is basically a 20-30 second pitch (the average length
of an elevator ride) about who your character is, what they
look like, what stands out about them. Try to have this
ready when game play starts; if all the other players do the
same then you all will be much better off in the long run.
- Have the GM think of and flesh out at least one
reoccurring villain. I'm a huge fan of the villain who
narrowly escapes only to rear his or her (or its) ugly head
another day. At early levels of game play, these types of
villains can bring an important level of depth to a
campaign.
Then, after having faced off with them two or three times
before, the characters can finally have a big showdown once
they are much higher level. The best setups include having
two or three reoccurring villains, with showdowns for each
at various, progressively higher levels of play.
- Decide on and write down all the house rules. Every
campaign eventually has a few house rules. These may be
minor rule changes such as "no multi-classing" or "dwarves
are the same size as humans." Or more significant rule
changes, such as "there are no classes; it's all free form"
or "wizards as player characters don't exist in this
campaign."
Whatever they are, it's important to write them down and
make them available to all the players. A simple solution is
to use a public wiki service like GoogleWiki or Obsidian
Portal to house your house rules. Oh, and if you don't have
any? Then make your campaign your own and make some up! The
heart of RPGs is the do-it-yourself approach to gaming.
- Remember, the most important rule is the Rule of Cool.
We all want to have fun, right? That's the whole reason we
are into this thing called roleplaying games. So, in an
effort to keep up the fun, remember the Rule of Cool and
your game will be forever better for it.
ChattyDM has a great spin on the whole topic (as it relates
to RPGs).
TV Tropes Rule of Cool
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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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