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looking for revenge on some hero or another. Same holds true for the engine of destruction villain, whose
only objective is to cause wide spread destruction.
However by and a large, villains do not stand around awaiting heroes to come and beat them up. They have
a specific objective in mind, such as stealing something they need for a larger plan, or attacking a particular
plot important person.
There should be a point in most villain fights, where the fight is not worth the expense. After all, why single
handily throw wave after wave of minions at 5 super heroes, when you already have the science McGuffin in
your hand already? Youve got what you came for, so blow up your hero enticement explosive devices (or
threaten to) & escape into the sunset, as the heroes yell you wont get away with this!
Leave the going down with the ship to Captains on the Enterprise & final boss battles: If your villain has no
reason to stand and fight, logic dictates that he shouldnt.
An for the love of god: If you find yourself with a villain using a million dollar battle suit to steal a $100,000
worth of anything, rethink your villains motivation.
5. PLAYERS SHOULD NOT BE ABLE TO FAIL THEIR WAY THROUGH THE ENTIRE ADVENTURE
Players should not ever be able to fail through a game, nor fail there way to success. Unfortunately the
recent Emerald City Knights is a prime example of the no fault module, in which it is possible to fail almost
every mission objective & still end up at the last scene of the series.
Now some of you will be thinking but what if you win those fights & again Id like to remind my oh so gentle
readers that the fighting is a means to an end, it is not the end; its not the objective.
Its one thing to put in in case of player failure, break glass moments, much like the talented Chris
McGlothlin did in Time of Vengeance & Time of Crisis: Its another thing entirely to have the module just hand
wave away the chance of failure & drag players from one scene to another with no consequence for failure.
6. EVENTUALLY YOUR PLAYERS WILL FAIL AN OBJECTIVE: BE PREPARED FOR IT
Eventually however players will fail to reach an objective & when they do you have to be prepared for it.
Fight your urge to just give them the next clue. Instead make it obvious that they really screwed the pooch on
this one.
This forces players in to an active stance, rather than the normal reactive stance, players are used to. This is
not necessarily a failure on your behalf as a GM: In fact as a GM you should consider it an opportunity. Its
an opportunity for the players & the GM to swap roles to a degree. The players now have to actively take
what they know & try and determine how they can catch up with the villain.
This is the perfect time for usage of those investigation & expertise skills, players have been looking to use
for some time. Maybe the costumed avenger needs to gather evidence & analyse it at his secret base,
maybe the power house or paragon needs to interrogate a captured villain, the sky really is the limit with
ideas that players may have.
Heck players may actually have to taunt the villain out of hiding with some bait they just cant pass up: Much
like the Red Panda tricking the Poet out of hiding by putting a first edition copy of Shakespeare folio on
display at the local library.
Just be prepared for player zaniness when it is forthcoming.
7. A LIVING SETTING IS ITS OWN REWARD, or DEAR GOD STOP USING POINTLESS SKILL
CHALLENGES
A living setting is one in which players are rewarded for doing the right thing, by the setting. If you find
yourself forcing players to go through mindless skill challenges, with no consequence for failing, or for
success, you may want to reconsider your GM-ing style.
A living setting, a world that can change dramatically based on player interaction, rather than empty dice
rolling exercises. Allow those changes to reward your players in small yet meaningful ways. Im not going to
put in any spoilers here, but a great example is the 2E module Time of Vengeance. Im not ashamed to say
that Time of Vengeance was the only module to make me cry. The end of it is exactly this paradigm in
action: the players actions have actual long standing ramifications, more that just you earn 3 build points &
you all go up a level.
Of course its hard to do that in a vacuum, bordering on impossible: Yet your greatest resource is the players
themselves. Look at there complications & use them. Let them have some spotlight time for these
complications If they have the complication ID, use it Give your PC a potential love interest, one he or
she has to duck out on during a date to fight crime (or not).
8. HAVE FUN
This is meant to be fun, let it be. Do the funny voices, the robot arm movements & the evil super villain laugh;
because the evil laugh is all about standards. :)
Much like any game, after a while all these things become second nature & if anyone of these tips doesnt
work for you, ditch it. If you arent having fun, your players cant have fun: An that way lays madness.
Article by: Matthew R Lane