PlanetADnD - Your Number One Source For Dungeons & Dragons
Register Here!

 
MAIN MENU
  • Home
  • Art Gallery
  • Calendar Events
  • Contact Us
  • D&D Content
  • D&D FAQ
  • D&D Links
  • Forums
  • Image Uploader
  • Map Archive
  • PADnD Journal
  • PADnD MP3 Player
  • Private Messages
  • Recommend PADnD
  • Video Streamer
  • Your Account

  •  
    Minions Online
    Nickname:
    Password:

    Members List MEMBERS:
    LATEST MEMBER weaponx11's Profile weaponx11
    TODAY: 0
    YESTERDAY: 1
    OVERALL: 4073

    PADND VISITORS
    Visitors Online 62
    Members Online 1
    Total Online: 63


    FREE MEMBERSHIP! Register Here


     
    Miscellaneous
    RPG Tips
    Riddle Master
    Vastonia Campaign
    2E Monster Manual
    History of D&D
    D&D Satan
    DM Tips/Tricks
    Link To Us
    Site Overview
    Magic Gypsy
    3E FAQ
    Disclaimer
    Privacy Policy

     
    D&D Utilities
    Utilities Archive
    Dice Roller (Email)
    3.5e Character Generator
    RPG Profiler
    Alignment Test
    Who Am I
    Dragon-Kind
    Mage Test

     
    D&D Humor
    MISC D&D Humor
    TOP 101 TSR
    Christian Chess
    Real RPers
    Blame RPGs

     
    The Bards Corner
    PADnD Blog

     
    Top EXP Holders

    Cole
    Points: 34976


    Jenara
    Points: 28156


    Ismaels-Legacy
    Points: 17335


    Kafen
    Points: 15792


    Stik
    Points: 12640


    LadyWinterWolf
    Points: 10295


    BryantTheSwordsman
    Points: 9499


    Tempest
    Points: 9298


    Lukafio
    Points: 8252


    greenknight
    Points: 7726


    TEMPLATE

    Role Playing Tips - By Johnn Four

    EXIT STAGE LEFT: HOW TO PLOT YOUR VILLAIN'S DEMISE (Part 2)

    1. Let The Flunkies Do All The Work Until The Final Scene

    ---------------------------------------------------------

    It is a good idea to keep the PCs and the major villain separated until the final, climactic scene. Let the flunkies do all the work in the mean time. Let them serve as the hands, eyes, ears and mouth of your main villain.

    I've been in games where the characters were able to get to the villain early on in the story. And the characters attacked and won.

    It's a horrible feeling for a GM when his story and campaign gets cut down too soon by gleeful players before his very eyes.

    So use flunkies as buffers until the very end.

    2. Create Key Flunkies Who Contrast With Your Villain ----------------------------------------------------- Help add interest and variety to your campaign by creating flunkies who are very different than your villain.

    For example, say your villain is a stern military commander. Contrasting flunkies could be: * a shifty quartermaster * a devilishly evil concubine * a musician spy

    These people would be in addition to all of the standard military personnel flunkies.

    3. When Creating Flunkies Start With The Chief Lieutenants

    ----------------------------------------------------------

    A good way to tackle creating flunkies is to consider your villain's most important servants first . We'll call these people his chief lieutenants.

    Chief lieutenants:

    * need answer only to the villain
    * are usually the villain's last line of defense
    * are most often motivated by personal gain and glory
    * are sometimes motivated by other things such as revenge, duty or loyalty
    * have their own information networks and always know what's going on (and often know more details than their boss)

    4. Flunkies & Villains Need Each Other

    --------------------------------------

    Flunkies and villains should have two-way relationships. Each party is using the other and benefitting from it (for now, at least).

    The AD&D Villain's Handbook says there are two needs in a villain-flunky relationship:

    * practical need (i.e. skills, expertise, labour)
    * emotional need (i.e. domination, understanding, compassion)

    While some chief lieutenants may serve because they have been tricked, enslaved or forced to, most flunkies see their master as a way to gain more power, riches and fame.

    And most villains see their flunkies as tools, objects, entertainment, pets to love, advisors to carefully watch...

    So, create a two-way practical and/or emotional need for your flunky and your flunky's villain. This will add a lot of depth to your stories.

    5. Understand Relationships Within the Hierarchy of Evil

    --------------------------------------------------------

    The key weaknesses many evil flunkies have is selfishness, ambition and their belief that the end justifies the means. This means in-fighting, backstabbing, sabotage and subterfuge within the villain's organization are the norm. Great roleplaying opportunities!

    The villain must constantly and carefully observe his flunkies. He must let them do their job but also prevent them from getting so powerful that they could be a personal threat.

    And flunkies must watch their backs at all times. It's survival of the fittest.

    Not only must a flunky carefully watch out for his master, he also needs to be on guard against all the other flunkies. A flunky's peers will be in competition with him over the villain's favour. And a flunky's underlings all want his job.

    Once you get a feeling for the politics, ambition and ruthlessness of your villain's organization you'll discover many great side-story and encounter ideas.

    6. Evil Flunkies Make Their Masters Look Bad

    --------------------------------------------

    This tip is an important one and a major clue to creating memorable and despicable villains.

    The actions of flunkies directly affect how the players feel about the villain. Evil flunkies make your villain evil merely by their association with him.

    It's an amazing technique. You can create a villain which has never even appeared yet in your story but the players will already hate him passionately just because of their bad encounters with his evil flunkies.

    This is a technique frequently used in books and the movies. Use it in your campaign.

    Have more fun at every game!

    Johnn Four

    Copyright © 2000-2005 PlanetADND.com - All Rights Reserved.
    Owned and Maintained by Cole E Austin
    Original site design by Cole Austin
    Vastonia - Copyright © 1989-2008 Cole Austin