Saturday, July 14, 2012

Villainous Vengeance

Question: Y'know, the question about fun and memorable villains from earlier made me think of something: how do you manage to HAVE memorable recurring villains? That is to say, how do you manage to have villains that your heroes don't kill off on their first encounter?

Recurring villains can be some of the most fun NPCs in the game; there's nothing quite like the furious hatred that crosses a player's face when they resurface, or the bewildered dismay when they find out what hijinks they may have been up to since they last saw them. Of course, that means PCs will probably be trying to kill them a lot of the time, but all it takes is a little ingenuity and preparation to make sure that they have a decent chance of living to annoy everyone another day.

Think about how hard it is to kill PCs; from Skin-Shedding to Shadow Step to Avoid a Fate and more, Scion is absolutely riddled with powers designed to let characters survive in the face of impossible odds. These powers are just as available to your NPC antagonists as they are to the PCs. If you're planning for an enemy to be around for a little while, give him a few of these "panic button" powers so he can run for it if things go south. Hand him some Stolen Face for those quick getaways; give him that good old Rainbow Bridge escape hatch. These aren't foolproof, of course, but they certainly up the odds compared to an antagonist who has to escape in, like, a Jeep.

You should also never underestimate the power of minions. Having a squadron of little foes or a giant backup creature can give an antagonist plenty of room and time to challenge the characters in glorious combat but still bail out if he has other things to do or things don't seem to be going his way. Most PCs are not going to take the DV penalty and damage to let a bunch of ninjas beat on them while they try to run after the boss (though god help those ninjas... thwarted PCs are the most violent PCs).

Alternate goals and other things happening outside of fights are equally great tools for keeping antagonists alive. Maybe there's a political reason you're not allowed to kill this guy (his mom and your mom are friends, or you'd end up on trial in front of his hostile people, or you need him for a certain co-op project, whatever). Maybe other things are going on that require your immediate attention more than beating his face in, like exploding reactors or mortals in imminent peril. Maybe he intentionally created a failsafe for himself like this, by setting up some horrible calamity that only he can stop, thus preventing you from murdering him before he's done so. The important thing about these scenarios is to make sure the players know the details; it doesn't do your NPC any good to be the only man who can prevent nuclear holocaust if they kill him before they can find that out, so drop clues early and often.

Finally, remember that Fate loves a good antagonist as much as it loves a good hero; you're the Storyteller, and it's your job to make sure that is reflected. Antagonists can use things like Legendary Deeds or Virtue Channels when the chips are down; they can have other powerful NPCs as friends who might help them; they can even have their stats fudged, just a teeny tiny bit, in the service of the story. As the Storyteller, the ultimate call on whether or not an NPC dies is always on you. That doesn't mean the Hand of God should swoop down and save them when the PCs are doing well, but it does mean that you have literally limitless resources at your disposal if you need to keep a character alive for purposes of the story.

None of this, of course, means that you should cockblock your players. Don't do that; they'll notice and they'll hate it. Sometimes PCs are so unexpectedly awesome that they manage to get over or around whatever you were doing to prevent them from killing off an NPC, and when they do something fantastic and surprising to get there, they shouldn't be cheated by having victory torn from their clutches just because you weren't planning for it. Sometimes PCs kill people they shouldn't or that you didn't plan for them to. When that happens, shrug your shoulders, congratulate everyone, and figure out what consequences apply; if the players have done something so amazing that they beat your best efforts, then Fate clearly wanted them to win and that NPC has met his story-appropriate doom.

8 comments:

  1. My personal favorite escape would have to be Out of the Frying Pan :)

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    1. Oh, good call, I forgot to mention it. It's not a good choice, but it's always and awesome choice. :)

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    2. One of my players uses that one a lot. The first time he screwed it up, he got stabbed through the heart by Lugh (the parent he renounced) when he dropped in on a porn set while Lugh was filming. Stage light through the atrium. The permanent scar that resulted ruined his dreams of being High King of Ireland.

      Most recently, he used it to escape after one of the Seven Warriors of Erra (the scary one) possessed his Russian Bandmate and activated the Russian's Warp Spasm. He dragged the entire Band away, stranded the Russian in the middle of the Winter Court and then managed to roll a 1, with a -1 penalty turning it into a 0. He dropped them into the lair of Camazotz, an Avatar of Death, and the Band doesn't even KNOW what happened to them yet. They will. They won't like it.

      He Frying Pan'd them out of that little trap and dropped them into Irkalla, where they now have to beg Ereshkigal to let them out.

      It is MY FAVORITE BOON, you guys. So hard.

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    3. It's the chain of desperate OotFP uses that becomes really beautiful.

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    4. Especially since I took.. someone's? advice and made each successive use apply a -1 penalty to the roll result.

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  2. Another important consideration is that killing rival scions is really BAD. Unless they were obviously corrupted by the titans, killing another scion generally means their parent is going to come down on you like a ton of bricks, or at the very least it will turn into an interpantheon incident and you will be kissing asses and making amends for a while.

    Which means the second time you tote out a rival scion your party will really think twice about killing them. It's still totally possible, but only if it is worth the consequences.

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    1. That's something my godly parents always tell new Scions in my games. Never kill another gods Scion's unless you absolutly have to. You never now who will be angry. (And a short while ago, the PCs almost broke that rule and would have made a certain guy named Loki, really really angry).

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    2. Oh, yeah, killing another Scion is never free. Ever. I didn't list it because, while you can remind people of that out of game, they're often too hot-headed to care or feel justified in character by pointing out that clearly he was evil or out of line or being a jerk. It's totally legit to think those things, but you're right, they really don't keep on killing Scions helter-skelter after the hammer comes down the first time.

      I think our PCs have pissed off Set (twice!), Loki, Izanami, Poseidon, Huitzilopochtli and Isis by killing one of their children. None of them were good ideas, and many of those blood feuds are still ongoing and horribly damaging to everyone.

      Of course, sometimes you get in trouble for not killing the other Scion, too, like when Hera sends Vala and company after some hapless Scion of Zeus and they all decide not to do it. Gods are very unfair.

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