74 lines
2.5 KiB
HTML
74 lines
2.5 KiB
HTML
<link rel="stylesheet" href="/css/book-page.css" />
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<link rel="stylesheet" href="/css/book-page.css" />
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<article>
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<h2>VILLAIN AND FABULA POINTS</h2>
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<p>
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Whenever a Villain makes an entrance during a scene, each Player Character
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gains 1 Fabula Point.
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</p>
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<h3>Rules for Fabula Points</h3>
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<ul>
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<li>
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<strong>Multiple identities.</strong> If a Villain has more than one
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identity, the heroes only receive Fabula Points when they appear using
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their "antagonist persona". Once the deception is exposed, however, they
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will begin awarding Fabula Points every time they appear on a scene,
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whether disguised or else.
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</li>
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<li>
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<strong>Multiple Villains.</strong> If two or more Villains appear during
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the same scene, each Player Character will gain 1 Fabula Point per
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Villain, up to a maximum of 3 Fabula Points per Player Character earned
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this way during the same scene.
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</li>
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<li>
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<strong>Back-to-back scenes with Villains.</strong> If a Villain's
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presence extends for several consecutive scenes, the Player Characters
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only gain 1 Fabula Point at the beginning, and no additional Fabula Points
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for the following scenes.
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</li>
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</ul>
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<p>
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Whenever the heroes are running low on Fabula Points, the Game Master should
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run a Game Master scene and show a Villain in action — this is a great way
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to push the story forward while also giving the heroes a bit more "fuel".
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</p>
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<h3>General Guidance</h3>
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<blockquote>
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<p>
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Great evil is born when good intentions are met with mistrust and despair.
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</p>
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</blockquote>
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<p>
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When choosing whether a Villain will escalate, the Game Master should
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consider the antagonist's importance within the story, their personality,
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and the way the heroes chose to confront them: a Villain's escalation shows
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that the heroes might win a conflict but still make the situation worse.
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</p>
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<p>
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Most of the time it's best to simply let a Villain be defeated: maybe their
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resolve is broken, maybe they even realized they were wrong and will turn
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into an ally.
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</p>
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<ul>
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<li>
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Escalating your Villains sparingly will make them more memorable and also
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ensure that Players feel like their actions have an impact on the world.
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</li>
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<li>
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In general, you should only have two to four escalations per campaign.
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</li>
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</ul>
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<section aria-labelledby="escalate-question">
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<h2 id="escalate-question">SHOULD THIS VILLAIN ESCALATE?</h2>
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</section>
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</article>
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