Daji

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I want to include a villain who is undercover as a good guy who goes with the party on a long quest (as part of a player's background arc), and I want to play up the betrayal factor as much as possible. Some ideas on creating emotional ties to an NPC and on balancing foreshadowing without making the twist obvious? Have you ever played in a game where a betrayal was especially memorial?

Some background info:

This is my first time as a GM. My spouse is the only other player (although I have a character too). I'm running a heavily modified Rise of the Runelords campaign. The arc is Resident Evil based- think horror mystery mansion with lots of puzzles and undead/aberrations.

I can think of a few ways of making the villain trustworthy using a few methods:
1) background ties to the character
2)faces danger with the character
3)make it seem as if the villain saves the character's life

IDK I'm not really good at this XD