tag:blogger.com,1999:blog-4187555814569052568.post7122568033655216262..comments2022-03-26T18:45:08.790-07:00Comments on Running the Shadows: Fireside Chat: Running in the Real WorldAnonymoushttp://www.blogger.com/profile/04179169966280815796noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-4187555814569052568.post-40204421226510404312014-07-06T06:06:39.932-07:002014-07-06T06:06:39.932-07:00The solution I prefer is to start with the high en...The solution I prefer is to start with the high end villains. I usually create at least two antagonists that have the resources, skills and organization to make things happen, have them want something they shouldn't have and work in some tragic flaw. Then work out the mechanizations as coherently as possible. This creates an organic flow of action that can be filtered down to the players as information or sources of work.<br /><br />Ofc, initially, the players won't know they messing with villain A's plans when they kill that mob boss but, over time, clues will lead the players slowly up the ladder of evil. If the players take a month of down time, that just means all villains can proceed without interference for a month, which could mean the situation is more out of hand when the players are ready to earn nuyen again.<br /><br />The downside is the sheer amount of work that's involved because you have to adjust every major antagonist to account for every session. But, since most games don't last long enough to get to the final villains, you can recycle your work.<br /><br />It's an interesting problem in rpg storytelling. Anonymoushttps://www.blogger.com/profile/01300824086562974244noreply@blogger.com