Here are a few reasons why the campaign can be the fault
of the player characters...
-They released the
BBG from a prison. The BBG may have imprisoned in the past by heroes of
old. They couldn’t kill him so they were forced to imprison him in a vault
behind traps and monsters. And, of course, the PCs end up releasing the BBG in
pursuit of the treasure that must surely be behind all those traps and
monsters. Alternatives on this are that the BBG is slumbering/recovering in a
special hide-a-away, regaining his strength “until some foolish mortals release
me”.
I had an eleven year (real time) campaign kick of when
the second adventure the party went exploring into a lost ruin. Defeating the
various traps and monsters they finally released a being from a large orb…a
powerful necromancer who then continued his plans to subjugate the world.
-They were unkind
to the BBG. This can come is two forms. First is that the characters were
rude/unkind/mean to someone. This someone could be anyone. Maybe they were rude
to the wench at the tavern. Maybe they cheated a merchant out of 2 silver on a
purchase. Maybe they used a derogatory term on someone. The point is the
characters did something that another person could take offense with.
The second form is that the someone took offense with the
characters through no fault of their own but they are still the focus of that
person’s rage. Maybe the someone felt the characters were rude (even if they
weren’t). Maybe the someone felt the characters were arrogant as they walked
down the street. All you need for this is a time and place and an excuse.
The first option is the better of the two. While the second
option will work for placing the ire of the BBG onto the player characters, it
lacks some weight. If on the other hand, the characters have actually done
something unkind to an NPC, even if it was slight, it gives more meaning to the
upcoming confrontations.
-They could have
prevented the rise of the BBG. Much the same way Spiderman could have
stopped Uncle Ben from being killed, the player characters had a chance to stop
the BBG from ever gaining power. Of course, to make this work for a long
campaign, you have to make sure they fail if they actually attempt to stop the
rise of the BBG.
The player character’s may have been in a race to recover
a power artifact, but they lost the race and now the other party has it and are
using it in their plans to dominate the world. Perhaps the PCs let a minor bad
guy go (a minion who spun a story of a pathetic life) and this person rises to
become the BBG.
-They provided the
BBG with the means to become powerful. This is one of the oldest tricks in
rpgs to date. The BBG is in the guise of a merchant/government official/scholar
and tasks the PCs to recover an ancient artifact…at which point the BBG reveals
that he duped the PCs, uses the ancient artifact to become all-powerful and goes
off to begin his plans to conquer the world. While this is a bit clichéd it
still works for our purposes. Few things will rise the ire of a PC faster than
being duped.
A few of the options above are predicated on a lowly
person becoming the BBG after the encounter with the PCs. However, once you have
given an antagonist a reason to dislike the player characters, how do you give
that person the power to do something about it? It is unlikely that a powerful
being will be in a position where the player characters are able to be rude to
them (though this could happen if the BBG is in disguise for some reason). The
more likely route is to give the future BBG an item or situation that
transforms the NPC from lowly-person-oppressed-by-the-player-characters into
the BBG. Here are a few ideas for doing this…
-The person gains control of a very powerful being such
as a genie or demon. This could be from the discovery of an innocuous item such
as a lost bottle.
-The person is an unknown heir to a kingdom and is
elevated after the player characters interacted with them. With their new
position they will have access to armies, mighty persons, wealth and magic
items of high power.
-The person is a scion to a bloodline of powerful
sorcerers and their powers manifest later. They can quickly grow from lowly
peon to a person wielding potent magic.
-A being (such as a lost angel) or group (such as a cult)
is looking for guidance. Due to being in the right place at the right time, the
future BBG is able to focus their direction into endeavors of domination…endeavors
that the PCs will need to try and stop.
-And the old stand-by of the BBG finding a lost artifact
that gives them unlimited power. Again, it’s clichéd but works in a pinch.
The point of all these suggestions is that you want the
players to feel as if they were the cause of the problem the world is now
facing and that they need to “make things right”. The best outcome is if they
even feel as if they could have prevented the problem, but failed to do so.
Personal angst is a power motivator.
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