Part of this is that our brains seek out danger, and when lighting, tone, tense music, etc. tells us there's a danger, and we can't see it, it makes us anxious as we try to spot the threat before it sneaks up on us. However, familiarity breeds contempt. When you see a monster for the first time it can be horrifying, repulsive, and chilling. When you see it for the hundredth time it can be familiar, and even comforting in a strange way.
That's why if you're running a World of Darkness game, you should strive to save your game-specific big bads. Build them up. Make your players really sweat about them. Because if they're constantly showing up, pretty soon whatever edge they had is going to get pretty dull.
Consider using smaller, in-between threats to fill in the cracks instead. |
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True Fae, BSDs, and Antediluvians, Oh My!
Every sphere of the World of Darkness (and the Chronicles of Darkness, as well) has different iterations on the same theme. There's which family you belong to (clan, tribe, seeming, etc.), which political organization you're affiliated with (court, order, covenant, etc.), which special pocket realm only your kind can access (the Umbra, the Hedge, and so on), and what special resource you harvest to power your magic (gnosis, blood, glamour, and so forth). However, there is one other category that often gets overlooked, and it's which special monster is your creature type's personal big bad?
If you're playing Werewolf: The Apocalypse then the one that's front-and-center are the Black Spiral Dancers, as they're a dark reflection, showing all the savage and corrupt things the garou could become. In Changeling: The Lost the True Fae are the Keepers who stole them, and the little gods who torment them, looming as large as a child's bogeyman. Vampires have to cope with the ancients of their kind whose power makes even the strongest of young bloods feel weak and frail, and mages in Mage: The Ascension have to cope with the Technocracy, who uses their immense power to take away freedom from others, sacrificing it for safety and security... or so they tell themselves.
Oh... oh we are in deep. |
A problem I've seen a lot of Storytellers run into is that they see these personalized antagonists, and they focus on making what should be an end-of-arc villain, or something with a lot of build-up, into the garden-variety threat that their players are dealing with on a regular basis. And the effect is basically the same one you get in movies where the monster is in plain sight, standing under bright lights in more than half the scenes of the film.
Put bluntly, it loses its mystery. And without mystery, it's got no power over the imaginations of the players.
If you're going to use these big bads to raise the stakes of your game (which you should, it's what they're for), you need to take the time to actually draw out their legends. Keep them in the shadows, and let the PCs learn about them slowly. Have them move around one another in a tightening circle, but without coming to blows until there's been enough buildup that the tension is really starting to show on the players' actions.
Give Me an Example?
Let's say that you are running a Werewolf: The Apocalypse game. Your players have formed a relatively young pack, and they're hungry for glory. What better way to give them that glory than for them to defeat a noted Black Spiral Dancer (or an entire pack of them)?
That's your goal as the Storyteller... but that's not where you start the game. That's where you want to end things. Once you have that end game, you work backwards.
It's easier when you know where you're going. |
Start at the end. Who are these infamous villains, and what relationship do they have to your young werewolves? Is one of them an uncle, aunt, parent, or brother who fell to the Wyrm, and a PC needs to slay them in order to put their soul to rest and purge its corruption? Is one of them a former mentor? Or for a more thematic connection, is one of them a dark mirror of a particular PC, showing what they could become... and maybe deep down what part of them wants to become?
It's a concept very similar to The Anti-Party, it just happens to work really well with werewolves.
Once you know who your villains are, build up their history. Give them a reputation, like I talked about in The Small Legend, and figure out what your players will learn about them.
For example, the head of the pack may have been noted Silver Fang Konstantin Romanoff, considered a shining light among his tribe. In his desperation for victory, and to prove himself, he traded his pride and his morals a little at a time. Now he fancies that his eyes are open, and that he has become the true king he was meant to be. A Wyrm Lord who will rule the polluted ashes of the new world... a werewolf Dr. Doom, if you're looking for a simple, gothic comparison. At his side the former Get of Fenris champion Ragnar Thorsson, whose brutal rages consumed him from within until eventually he declared his fealty to a power that never asked him to hold back. Den Mother Lorna Dane pledged herself to end the hostilities, and to spare the lives of the young, becoming a twisted version of the gentle soul she'd once been. And so on.
Once you know what your villains are, and what their reputations are, plant clues in the game for your PCs to learn more about them. Figure out which NPCs are going to be knowledgeable about these villains, and who will big-up their legend. If they have a personal connection to the PCs, ask if the villains were thought dead, but it turns out they're alive, but wicked. Then, once you have all of that information, ask what your PCs have to deal with before they even find out who and what the true villains of the story are!
It's all connected! |
If your pack of Black Spiral Dancers are the big bads, chances are they have corrupt kinfolk working under them. They may have purely mortal servants, attack teams of fomori, first response teams from a Pentex subsidiary, or a dozen other servants carrying out their plans, as well. While individual pack members might be considered lieutenant villains of different arcs of the story, have the PCs come across clues about them. Maybe they're tracking down a group of dangerous kinfolk to question them, only to find them torn apart to the last man, expended shell casings all over the ground and silver slugs in the walls showing that whatever did it simply would not stop. Or perhaps the PCs find a powerful ally mortally wounded, and the ally tells them about the creature that hurt him so badly. Lower-level villains might talk if they're captured, or the big bads might even send messengers or communications to the PCs, either threatening them or congratulating them for their strength and cleverness in foiling their plans.
Once you have all of that set up, let your players work their way up the chain of command, getting in the way of the villains' plans, learning about them, and building up to a big conclusion. But do not skimp on the reveal of the bad guys' legends, or the presentation of what they're capable of. Let your players marinate, and really drink in exactly how much of a threat this could be for them.
While the above example uses corrupted werewolves, you could do the same thing with the True Fae in changeling, Methuselahs and Antediluvians in Vampire, or most other big bads that a game provides you with. If something is supposed to be a serious threat, and a major force to reckon with, take your time with it. Spool out their legend, let the players explore, give them little bits of story here and there, and show how other NPCs fear and respect these forces. Much like how most of the cast of a film talks about John Wick, you need to make these baddies your bogeymen.
And the less you have them physically there, but still present in the narrative, the more effective they tend to be.
For More World of Darkness Content!
If you enjoyed this week's post, and you'd like more World of Darkness or Chronicles of Darkness content, consider some of my supplements below!
Vampire: The Masquerade
If you need secondary villains and minions to pepper your story with, consider the following titles:
And those who are looking for a unique method to get information to their players might want to check out this piece, along with the audio drama of its introductory short story below!
Werewolf: The Apocalypse
Perhaps the game line I've created the most content for to-date, those looking for unique NPCs should check out the following bundle, which has all 13 tribes, Black Spiral Dancers, as well as kinfolk for the mokole!
Those who need additional villains (especially villains that can be used in multiple genres of the World of Darkness) should consider:
Lastly, if you're a fiction fiend, I was part of a Werewolf anthology not long ago. Check this one out if you'd like to see even more tales told across the setting by myself and fellow contributors:
Changeling: The Lost
The game I've been doing the most work on lately, the ongoing tales from these supplements are also getting their own audio dramas! So if you enjoy listening to them, consider subscribing to the Azukail Games YouTube channel so I can keep the publisher greenlighting them!
Like, Follow, and Stay in Touch!
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