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Post by Dan on May 24, 2012 23:49:42 GMT -6
Eeeee-vill! eeeeee-vill!
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Post by creinhardt82 on May 26, 2012 16:55:07 GMT -6
Golem!!! Friend or Foe? Tormented soul or Money scrub? Personally I've always felt sorry for Golem. His biggest need was companionship. Starting with his time in The Hobbit, before Bilbo stumbles upon him he has no one but the ring. They make conversation with one another over some riddles where Bilbo ultimately tricks him and escapes, and Golem's torment begins. But is he really that bad of a guy?
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Post by chickenb on May 26, 2012 18:26:59 GMT -6
When I think of pseudo-villains, I think of Dexter played by Michael C Hall. Has anyone ever created a character similar to him? If so, did anyone kill him off? He would of course be considered a Vigilante in my mind. Any thoughts on that? A creepy villain that comes to mind for me is The Joker, which was mentioned by one of you on the Podcast. By the way, I enjoy your banter. Props to all of you hosts.
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Post by bryan on May 27, 2012 12:32:22 GMT -6
I had a player once play a serial killer kinda guy and to be honest it was really hard to justify his actions. He would just sneak away between adventures and go on a rampage in the slums. It was funny at first but then I was like "Why does this guy care about the adventure?"
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Post by enragedxninja on May 27, 2012 18:48:39 GMT -6
The whole serial killer thing would get old quickly, just slaughter and slaughter.
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Post by Dan on May 28, 2012 11:24:13 GMT -6
Golem!!! Friend or Foe? Tormented soul or Money scrub? Personally I've always felt sorry for Golem. His biggest need was companionship. Starting with his time in The Hobbit, before Bilbo stumbles upon him he has no one but the ring. They make conversation with one another over some riddles where Bilbo ultimately tricks him and escapes, and Golem's torment begins. But is he really that bad of a guy? He fits into the sympathetic villain category for me, but that only works in-game if the GM can tell his story before the players kill him. I'm not certain whether or not he was a bad guy, but if he wasn't, that means that his entire story arc (from a storyteller's point of view) was just more collateral damage from Sauron's thirst for power.
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Post by Dan on May 28, 2012 11:37:14 GMT -6
When I think of pseudo-villains, I think of Dexter played by Michael C Hall. Has anyone ever created a character similar to him? If so, did anyone kill him off? He would of course be considered a Vigilante in my mind. Any thoughts on that? Though I haven't run a game or created a character like Dexter, I did run a series of adventures with a "good" aligned party, where I would put them in a situation in which they would have to make a tough moral decision with no clear "right" answer. I did this several times over the course of the campaign, each time, having their actions elicit some reaction with the general populace of the town. (I did this in the form of a Fame and Infamy point system that I created for this party.) When the party had arrived in the village, they were revered as heroes and saviors. In the end, they wound up saving the village from encroaching doom. The villagers, while appreciative, just wanted to party to leave town because of the "monsters they had become". I love to play in the grey!
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Post by Dan on May 28, 2012 11:45:02 GMT -6
By the way, I enjoy your banter. Props to all of you hosts. Thanks for the kind words and support. We have been experimenting with different audio and format options since day one. The show format that you here on episode 2 will probably be what we call home. Though we may stray from it from time to time to accomplish other things with the show, interviews, live recordings etc. The audio settings and quality that you hear on episode 3 will be our new standard, unless I get better at audio engineering and editing!
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Post by stemily on May 29, 2012 2:01:34 GMT -6
I would put them in a situation in which they would have to make a tough moral decision with no clear "right" answer. There may not be a right answer, but there is often a very wrong one. A personal example: Thief I'm guarding: I'm going to pickpocket that guy. Watch my back. (Thief fails, and the mark calls the town guard) Barbarian me: DON'T WORRY, I'VE GOT THIS! YOU RUN WHILE I TRY TO PUNCH THE ENTIRE TOWN GUARD TO DEATH!
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Post by Dan on Jun 4, 2012 12:05:01 GMT -6
at least you're just punching
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Post by rendrin on Dec 18, 2012 0:27:57 GMT -6
I came up with a villain idea, that I'm sure has been done, as just about everything else has. The PCs solve a crisis and meet the masked villain who's behind it and he has a pet, anything that fits your game, but I'll pick a sparrow. They kill the villain. The next plot comes up, they follow it through and there he is, same guy, same outfit, mask, voice, and sparrow. They kill him and take off his mask to see his face severely damaged and heavily scarred (burned, cut, whatever).
This happens as many times as you want it to, or until the PCs finally figure out that the sparrow is the true villain and he speaks through a chosen patsy via ventriloquism or what have you. The patsies either all look similar, are cloned, or are transformed to look the same, the scarring possibly a part of the process.
This would be especially fun if you had a ranger and made the animal something appealing as an animal companion. During the day the critter hangs with the PCs, at night it sneaks off, makes the patsy, and has the patsy do all the work via a command ability, long-range telepathy, or anything else that fits.
I'm anxious to try it out, but don't have time for a homebrew right now as I'm running PFS and Rise of the Runelords. I do think it'd fit any setting though and would be a lot of fun.
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Orryn Emrys
Padawan
Host of Metagamers Anonymous
Posts: 6
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Post by Orryn Emrys on Dec 20, 2012 13:19:26 GMT -6
This happens as many times as you want it to, or until the PCs finally figure out that the sparrow is the true villain and he speaks through a chosen patsy via ventriloquism or what have you. The patsies either all look similar, are cloned, or are transformed to look the same, the scarring possibly a part of the process. I did something similar once with a villanous headress. It controlled the wearer and had the power to heal or even restore the life of the wearer. At first, I enjoyed watching the players deal with the realization that the enemy wasn't dispatched as thoroughly as they expected... but it became frustrating when they couldn't figure it out and made it look like I was just toying with them. I like the animal idea, though... that's a different kind of twist.
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