Page 85


Chapter 9: Running the Game

Tips and Guidelines

Villain Guidelines

During the players’ adventures, they will face opposition – antagonists whose goals run contrary to the heroes’ goals. Below are some things to keep in mind when creating, developing and running characters who serve to conflict with the Player Characters.

Villains are tough

Villains are usually not weak opponents. Most criminals are going to be armed and know how to use a weapon; and, given a chance, they will use them. Don’t labour over every thug to make them all unbeatable killing machines, but do make them pose an actual threat.

When you think up a challenge for players, think realistically for a moment about what kind of opposition it would present. Fighting a powerful crime boss can be exciting, but not easy. The context of that adventure will call for heavily armed opposition during confrontations. Reducing the amount of goons or their ability to fight changes the context. It means that this really wasn’t a powerful crime boss after all. If the Player Characters are still low level, either have the players fight an upcoming crime boss with less resources, or put off this story idea until the PCs are more powerful and capable of taking on such a mission.

Villains can cast spells too

Nearly every human in the Spellchrome world is capable of casting spells. For the most part, villains and thugs use the same character creation rules as players. When running villains, try to keep in mind the spell categories that each knows; perhaps a spell could be used instead of a mundane attack.

Villains are not omniscient

Villains are not all knowing; the GM on the other hand knows quite a lot about the Player Characters and what is going on in the game world. As the GM, it can really be quite easy to have a villain do or say something based on knowledge that they don’t have. Don’t think your players won’t raise an eyebrow; and the natural inclination to justify the extraordinary awareness can be regrettable. So try to avoid it. Stop for a moment and consider what the villain knows or doesn’t know before saying anything. It can be frustrating for players if every villain constantly seems to have eyes and ears everywhere. If the villain has spies then great, that can make things interesting – but consider it ahead of time. Decide how and when the spies are gathering information and occasionally give players a chance to react, intervene or otherwise take action.

NPCs might use any number of spells in the process of spying or gathering information, including: Remote Senses, Last Moment, Sense Truth, Animal Communication, Mind Link, Mind Read, Broadcast and Telepathic Communication, as well as all of the Shadow Spells.
Similarly, an NPC can use a host of skills to sneak and gather information.

Remember also that enemy agents will not always be observing or interacting with the Player Characters directly. Some information can be gleaned by interrogating or deceiving others close to the PCs. (Deciding to approach your game world in such a way can organically lead to some interesting encounters and adventures, once the players find out what has happened to their allies.)

Related: About the Opposition (later in the chapter)

Villains make odd mistakes

Sure, it might make more sense to just kill the heroes given the chance, but villains always seem to have a reason not to do so. Instead, the villain captures and imprisons the heroes in order to interrogate or ransom them. Or maybe there’s still a bigger fish that the villain reports to, so the characters are held until a boss can arrive.

This guideline, which has kept countless other fictional heroes alive, allows the GM to reset the scene and throw players, down on their luck, a bone. Ultimately you are rooting for the PCs to win, even though you can’t make it too easy for them. Whenever you can, give them a chance to regroup and reassess the situation. If they find themselves shoved into a prison cell without their equipment, give them a chance to escape on their own. If they come up with a plan, let them try it. If they fail to come up with a good idea, then change the situation after a while. Present opportunities, but don’t gift wrap those opportunities. Fictional villains may make odd choices, but they’re still going to lock the door.


Successful Gaming Session

Below are some tips and suggestions on having successful gaming sessions. Most of these tips have been mentioned already, and some might not really make that big of a difference. Still, it can’t hurt to give them a read, especially if you’re not certain about how to run a game session.


Successful Gaming Campaign

A campaign is made up of a series of related game sessions. When looking at your game in the long term, there are some things to consider.


Game Issues

Some issue may come up during your game. Below are a few thoughts on these topics.

Player can’t make it

Sometimes you know that one of your players will not be able to attend a game session. Try to ask the player ahead of time if they want someone to play their character. If they do, make sure you have their character sheet. Also, let them know that there is a small chance that something bad could happen to their character. If they don’t want anyone to play their character, hopefully the adventure is at a point where that PC is able to leave the story in order to attend to personal business.

Whether or not the character should receive XP is up to you as the GM. Understand that everyone has things come up from time to time, so consider giving everyone a couple free passes. Also know that the GM’s job is easier if everyone is close in level. On the other hand, most people think you have to earn XP – and you can’t earn it if you’re not there.

Unbalanced characters

When a number of people create characters, they will all have their own strengths and weaknesses. Sometimes it might seem like one character is a way tougher and more capable fighter than the other characters. This imbalance can make it difficult to design appropriate opponents and combat. The super fighter mows through the opposition unless you make combat extra challenging, which make things deadlier for everyone else.

When the above situation happens, first understand that the player probably created their character for the exact purpose of winning each combat. Other than throwing a few more bad guys their way, they’re probably fine. You can always ask them. A bigger concern is how the other players are doing. Do they see the super fighter as filling a roll – the person they turn to when combat occurs – or are they a little annoyed that someone else dominates combat? If a player is feeling over-shadowed by the super fighter, maybe you want to boost the other character a little. You can make a suggestion about choosing a new feat when their character levels up to help them become more competitive, or make some new equipment available.

Another way to look at this situation is to mirror the PC group when creating opposition. The enemy team should not (always) be composed of the same clone of a single thug. Make one of them a super fighter. Make the other Player Characters happy that they, too, have a super fighter on their team, someone who they can use to step up and fight. (This works best if the players know ahead of time that one of the antagonists is a majorly tough combatant. They can learn this information by rumour, reputation, description, pre-fight dialogue, etc.)

Broken

As the GM it can be fun to create new equipment, feats, and so on. Give it to the players and sometimes you wish you had not. The problem really isn’t the players‘; it’s that you made the item or feat a little too powerful, without any sufficient drawbacks to balance it out.

You can deal with the problem either in game or out of game. In game means that the item begins to malfunction and become unusable, or the player loses it during the course of an adventure. This solution can work – characters gain and lose things all the time. But don’t be surprised if you get some resistance. When toys break in game, most players will go to lengths to fix them in game.

The other option is to deal with the problem out of game. Own your mistake and explain how you should have put more thought into the item before letting a player have it. Let them know that you appreciate them play testing it for you. If the new thing is a feat or other intangible bonus or ill-considered house rule, out of game may be the only way to fix the mistake. You probably want to offer something in trade when taking anything away.

Obviously, neither of these fixes should be taken lightly. Something needs to be quite disruptive or game unbalancing before you should take steps to remove it. It is best to consider how a player will use something (how it will impact the game) before you offer it to them in the first place.

Players don’t accept a mission

Occasionally, you have an adventure all planned out but the players fail to take the bait. The first thing you want to figure out is whether it’s the characters or the players that don’t want to accept the job.

If the characters don’t want to take on the adventure, figure out why. Do they not like who they would be working for? Do they think the pay or reward would be too low? What detail bothered the characters? Maybe they were just Roleplaying, looking for clues to a double cross and unwittingly said “no” without realizing it. Once you know what’s going on, take another shot at it. Sweeten the pot (there is more than silver credits in the world) or have a better-known NPC request the characters’ services – same adventure, but rivalling the original NPC’s goals. Make it personal when you can – desperate pleas can be harder to ignore, if framed properly.

If the players themselves don’t want to go on your adventure, you might have a bigger problem. Ask them what kind of adventure they would rather go on. What adventures have they enjoyed, what elements worked? Is it time for new characters? Talk to your players and decide as a group on a course of action.








Up Next: Awarding XP

Shutterstock
Advertisements

Privacy Policy | Terms of Use | OGL | Advertise

Copyright ©2008-2010 Collin Lenzen. All Rights Reserved.

Shutterstock
Spellchrome Home