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Captain Ragnar Devonin Crew
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Posted: Wed Jan 18, 2012 10:11 pm
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Alright, so one of the things I've been doing is writing in a D&D plot book. Had an idea for a game, but no motivation for the villian. And I hate villians who are evil just to be evil.
So to get some actual D&D and not political discussion in here.
If you were a villian who controlled a plane of existance (say, the material) that was linked to 4 other planes (ignore the astral/shadow/alignment/element planes for now) - what would your motivation for trying to take them over (or destroy them) be?
My first thought I went to was to use an old villian for a game I ran once, but the whole 'half-breed who wants to kill non-half breeds' is just so... old and cliche. And every other reason I can think of just sounds... well, cliche.
Of course, there is something you need to do in each plane before you can destroy it (i.e. recruit the powerful wizard in one, kill the super paladin in the other) or else you'd fail. One idea I had was that the villian created his own plane, but screwed up somewhere, and it got split into one tiny one (his), and four large ones where a worlds sprung up.
But then the villian would have to be a lich, or an outsider, (insert ageless being), and those are just way too common for villians.
Any thoughts? I'll try and provide more detail tomorrow if I can get on (if not, it'll probably be a few days... )
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Posted: Wed Jan 18, 2012 10:25 pm
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Southern Cross Nemesis Vice Captain
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Southern Cross Nemesis Vice Captain
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Posted: Wed Jan 18, 2012 10:31 pm
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Posted: Wed Jan 18, 2012 10:37 pm
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Posted: Wed Jan 18, 2012 10:39 pm
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I can see the plane's connection to other planes being a tax on that plane's latent energies. If I were ruler of a plane, I'd be more concerned with securing hold over my assets, rather than spreading them too far. All it takes is a single group of upstart adventurers to infiltrate my empire and break something important to ruin a lifetime's worth of planning, plotting, and machinations!
By destroying those neighboring planes, the energies of this plane will have nowhere to go. If I can then create a receptacle for them, something to draw them to one specific location, then I might be able to harness it as a power source that would give me such a technomagical edge over everyone else, my seat of power will never be toppled!
Works even better if you can simply sap the energies of the neighboring planes, rather than destroy them. Or rather, destroy them slowly by bleeding them dry. This way, the lands of the plane you rule can also remain bountiful.
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Alternatively, the plane I rule is where I keep all my stuff. To settle an ancient grudge or enact some ritual forgotten through the ages, I simply sacrifice the neighboring planes to draw an extremely nigh-omnipotent powerful entity to me (or set it free), so I can face it and slay it. If I win, then whatever the whole point of this activity is accomplished.
If I fail... well, I'm dead, so I don't have to pony up to the consequences of releasing a god-like angry deity into the realm to destroy it.
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Posted: Thu Jan 19, 2012 12:02 am
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Posted: Thu Jan 19, 2012 12:46 am
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I had an idea for a villain who was responsible for all the terrible things the PCs had to stop, but for all the wrong reasons, so even after they succeeded in stopping all these terrible and/or dangerous things, they'd still have to contend with his master plan, which was kinda out of left field. This villain specifically was a high ranking member of the believers of the source in sigil, and was trying to use a lot of forbidden and/or dangerous technology and magic to fast-track his diefication. So the players would defeat the pawns he sent to get his things, or stop some consequence of his trying to do something, but he'd still end up with what he was after, either using his authority to access things after the case was closed, or just because no one would suspect him amid much more pressing matters.
A similar setup could work for you, where your villain wants to perform some ritual, or reassemble some weapon, and it just happens that the easiest way to get the pieces for it involves several things that will also result in the destruction of these four planes. The players run around saving existence, and then to top it all off they find out all of it was just going to be collateral damage anyway once the true master plan is revealed.
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Posted: Thu Jan 19, 2012 3:26 am
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Captain Ragnar Devonin Crew
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Posted: Thu Jan 19, 2012 9:45 pm
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I know, this ones an old cliche too, but... what about madness? There's always the old Sheogorath method. It could be a case of everything is a game to this villain, life, death... everything. And destroying, or otherwise dominating these planes, is just a source of drones for the coliseum, or whatever else is their way of handling things. Hell, with an insane (and powerful enough) villain, it could be a case of, "I really want to remodel my plane, but there isn't enough room... I know! I'll wipe out these other planes and use them to make extra space!" And reasons for insanity could be vast. Perhaps there was a spell mishap, or maybe the character witnessed a horrible event. Or maybe the plane he/she lives in has an aura? miasma?(I know there's a better word, but it isn't coming to me right now...) about it that can drive a person insane from extended exposure/immersion in it. That last one could even be used as a tool to test the players, one more thing against them... that they cant kill with a sword, or magical attack. Or have I been playing too much Arkham Horror? Anyways, that's my two cents, hope it helps!
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Posted: Fri Jan 27, 2012 12:41 am
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Posted: Mon Jan 30, 2012 5:14 pm
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