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6 Devious Villain Tactics |
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Seize Control with Questions | |
To help a villain gain the advantage in any parley, have them ask the questions. He who asks the questions controls the conversation and what comes from it.
If possible, the villain should try to begin conversations with a question, which should lead to another question and so on. If the villain is asked a question, he/she/it has two choices:
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He Who Speaks First Loses | |
This is a trick a real estate agent taught me long ago and it can definitely help your villains. In a conversation, when your villain wants something and you think the time is right, then just go ahead, be direct and have the NPC ask the question...and then Be Silent!
He who speaks first loses. Go ahead, try this out next session and you’ll see what I mean. This is not a guaranteed trick. The PCs could always say no (if they do, just stay silent and watch what happens...). But no matter what, he who speaks first will not get what they want at that time. | |
Be On the PCs’ Side | |
Do you ever wonder how a sailboat can sail into the wind and still move forwards? I’m no sailor, but I do know that by turning your sails at a certain angle, combined with the angle of your hull and rudder, you can make good progress even with the wind in your face.
Your villain can do this too in order to further his own ends. Even when the PCs are trying to fight evil. Just have the villain employ the PCs in ways that further the characters’ goals but also end up helping the villain. Examples:
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Give PCs Choices, Not Ultimatums | |
If your villain gives the PCs an ultimatum, “do it or else”, he is making the PCs choose between yes or no. That’s not good. The villain should present choices where any choice the PCs make somehow helps the villain’s cause.
Do this by asking open-ended questions. Questions which can’t be answered with “yes” or “no”.
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F.O.R.M. | |
Villains should take the time to learn what’s important to their adversaries so that they can gain some advantage.
Use F.O.R.M. as an easy-to-remember guide:
“Where are you from?” leads the villain to relatives of the PCs. “What do you do for a living? Where do you work?” leads the villain to the PCs’ employer(s) and co-workers. “Married? Kids? Women troubles? Know anybody in these parts?” leads the villains to all kinds of potential victims. “Looks like it’s time for new armor eh? Did you see that ship they’ve got for sale down at the pier? Heard taxes are going up again...” can help the villain learn if the PCs are poor and money-hungry. | |
Followers Are Expendable | |
Evil villains should never be afraid to use their followers and regard them as expendable. There are always more people or creatures that can be bought or dominated into servitude.
So, go ahead, send that poor scout ahead to learn where the PCs are hiding. Have those slaves dig till they die in the gold mines. Use that army to start a war and draw the forces of good away from the secret entrance. Make that bureaucrat steal those documents and risk his career. You and I would never do those things, but don’t let that stop your villain from doing them. | |
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