barry lyndon |
The bad guys love to do it and the players love to hear it.
So how do you handle Initiative in these situations.
[1] The bad guy appears but the players think he's a good guy, they discuss matters, and then he reveals/is revealed to be the bad guy during a monologue then raises his hidden crossbow to fire.
[2] The bad guy appears and the players know he's a bad guy. He monologues a bit first but the players have their weapons ready.
Charon's Little Helper |
I figure that monologuing makes the bad-guy lose the surprise round - but otherwise doesn't take up game time.
Though I might allow the players to do something sneaky while he's monologuing if it's clever. Not just shooting him with an arrow.
"You caught me monologuing you sly dog!"
"Stop shooting him and let him finish talking!"
Bonus points if you know where both quotes come from. (different sources)
Claxon |
Honestly, it's something that has never made sense to me.
I know it's a classic staple of movies, and tv shows, etc. But it has never made sense. Why would the BBEG take the time to explain what he was doing to the people he was about to kill and who were trying to kill him. Maybe if you have some incredibly short-sighted moronic villain they might need to stroke their ego enough to justify having them monologue in front of the PCs. But normally, he should just set about killing them or retreating.
If you really need to monologue to the PCs Persistent Image can do the trick for you.
barry lyndon |
Honestly, it's something that has never made sense to me.
I know it's a classic staple of movies, and tv shows, etc. But it has never made sense. Why would the BBEG take the time to explain what he was doing to the people he was about to kill and who were trying to kill him. Maybe if you have some incredibly short-sighted moronic villain they might need to stroke their ego enough to justify having them monologue in front of the PCs. But normally, he should just set about killing them or retreating.
If you really need to monologue to the PCs Persistent Image can do the trick for you.
Notwithstanding Hangarflying's amusing take on it (And Charon I can only get the Incredibles quote) my immediate concern is this:
A boss enters the room and attempts to bluff the party. They see through it and call him on it. He shrugs and says fine, raises his crossbow and fires. The throwaway dismissal of the pretence is important for RP.
At what point does the roll for initiative take place? If you roll as he says "fine" you potentially have the entire party unloading on him before he makes his surprise move (no matter how weak). If not, he gets a surprise move even though the party are already wary.
I'm just asking because I am new to the game and unsure what is the procedure.
barry lyndon |
Honestly, it's something that has never made sense to me.
I know it's a classic staple of movies, and tv shows, etc. But it has never made sense. Why would the BBEG take the time to explain what he was doing to the people he was about to kill and who were trying to kill him. Maybe if you have some incredibly short-sighted moronic villain they might need to stroke their ego enough to justify having them monologue in front of the PCs. But normally, he should just set about killing them or retreating.
If you really need to monologue to the PCs Persistent Image can do the trick for you.
You're absolutely right of course, but it can add colour and also inform to the arrogance of the boss in question.
I'm a huge fan of verisimilitude but I will cast it aside for drama when required for the overall dramatic fun of the moment.
Trust me when I say it is is relevant in this case.
Mark Hoover |
5 people marked this as a favorite. |
Do it like they did in Unbreakable by M Night Shymalan. Do the whole monologue in flashbacks. "Now you know who you are; now you know who I am. I should have known. It was the kids David. They called me Mr Glass."
I love monologues. As a GM I try to work them in though my players always spoil them. When I'm a player though I always make a point to sit up and listen and play up my PCs reactions. I'm a sucker for comic books and by that I mean good old fashioned super hero types. I suppose I have monologuing villains on the brain.
As for why villains do it? Are you kidding? I do it in my daily life, though not as grandiose. Who here can't say that, every once in a while when you feel you're right about something you don't explain HOW right you are? Congrats - you're monologuing. Now pretend that by explaining to bob in accounting how you were smart enough to manipulate Sarah into going out with you as part of your master plan he becomes so enraged that he and his three friends pull their medieval weapons and fantasy spells and begin trying to kill you. Who cares? You pull a level, drop through a trapdoor in the floor and the entire inside sales team of expendable minions keeps them busy while you escape.
Did I mention how into comics I am?
Bandw2 |
1 person marked this as a favorite. |
I figure that monologuing makes the bad-guy lose the surprise round - but otherwise doesn't take up game time.
Though I might allow the players to do something sneaky while he's monologuing if it's clever. Not just shooting him with an arrow.
"You caught me monologuing you sly dog!"
"Stop shooting him and let him finish talking!"
Bonus points if you know where both quotes come from. (different sources)
that moment you realize no one clicks your links...
Kelvar Silvermace |
Yeah, someone got the first quote right with "The Incredibles." The second one is from "The Gamers."
As for monologuing, it is a staple. It may be a cliche, but Joss Whedon once said that cliches exist because they *work*. People like them. My compromise is that--for the right villain--he or she might try to monologue (and some player characters will listen because they're interested to learn the details), but I don't arbitrarily hamstring the PCs. Now, I may not pause and ask "do you interrupt him?" but if a player says, "While he's talking I want to . . ." then the PC can certainly act, and it may end the monologue. That's just how it goes. I try to strike a balance between fun fantasy tropes and a sense of realism. If they want to interrupt, they can.
Under the circumstances, to be fair, I don't think anyone has the advantage of surprise (unless a PC is hidden, invisible, etc.), so if the PCs attack during a monologue, everyone (including the BBEG) has to roll for initiative.
barry lyndon |
Charon's Little Helper wrote:that moment you realize no one clicks your links...I figure that monologuing makes the bad-guy lose the surprise round - but otherwise doesn't take up game time.
Though I might allow the players to do something sneaky while he's monologuing if it's clever. Not just shooting him with an arrow.
"You caught me monologuing you sly dog!"
"Stop shooting him and let him finish talking!"
Bonus points if you know where both quotes come from. (different sources)
I did but I already knew it :)
barry lyndon |
Yeah, someone got the first quote right with "The Incredibles." The second one is from "The Gamers."
As for monologuing, it is a staple. It may be a cliche, but Joss Whedon once said that cliches exist because they *work*. People like them. My compromise is that--for the right villain--he or she might try to monologue (and some player characters will listen because they're interested to learn the details), but I don't arbitrarily hamstring the PCs. Now, I may not pause and ask "do you interrupt him?" but if a player says, "While he's talking I want to . . ." then the PC can certainly act, and it may end the monologue. That's just how it goes. I try to strike a balance between fun fantasy tropes and a sense of realism. If they want to interrupt, they can.
Under the circumstances, to be fair, I don't think anyone has the advantage of surprise (unless a PC is hidden, invisible, etc.), so if the PCs attack during a monologue, everyone (including the BBEG) has to roll for initiative.
Ok so that's a start. So Baron Boilface is monologuing and the barbarian says "*&^! this noise!" and charges at him.
So then you roll for initiative? And if the barbarian wins he gets another attack? Or what's happened?
I guess i'm unsure how to handle the switchover from RP to combat.
Simon Legrande |
Kelvar Silvermace wrote:Yeah, someone got the first quote right with "The Incredibles." The second one is from "The Gamers."
As for monologuing, it is a staple. It may be a cliche, but Joss Whedon once said that cliches exist because they *work*. People like them. My compromise is that--for the right villain--he or she might try to monologue (and some player characters will listen because they're interested to learn the details), but I don't arbitrarily hamstring the PCs. Now, I may not pause and ask "do you interrupt him?" but if a player says, "While he's talking I want to . . ." then the PC can certainly act, and it may end the monologue. That's just how it goes. I try to strike a balance between fun fantasy tropes and a sense of realism. If they want to interrupt, they can.
Under the circumstances, to be fair, I don't think anyone has the advantage of surprise (unless a PC is hidden, invisible, etc.), so if the PCs attack during a monologue, everyone (including the BBEG) has to roll for initiative.
Ok so that's a start. So Baron Boilface is monologuing and the barbarian says "*&^! this noise!" and charges at him.
So then you roll for initiative? And if the barbarian wins he gets another attack? Or what's happened?
I guess i'm unsure how to handle the switchover from RP to combat.
As the GM, you're the one who decides when combat starts. It's as simple as that. In this case, both sides are fully aware of each other so I don't see why either would get surprise. Surprise really is only meant to be used when one side is completely unaware.
Kelvar Silvermace |
Ok so that's a start. So Baron Boilface is monologuing and the barbarian says "*&^! this noise!" and charges at him.So then you roll for initiative? And if the barbarian wins he gets another attack? Or what's happened?
I guess i'm unsure how to handle the switchover from RP to combat.
If the barbarian wins initiative, then you treat it like any other situation in which someone wins initiative. At that point it is no different from a situation in which the PCs walk into a room, see a bad guy who sees them, too, and everyone rolls. So he doesn't get an extra attack unless he normally gets more than one attack. No one has the benefit of surprise.
RumpinRufus |
Well, the PCs shouldn't interrupt or they'll lose out on valuable information, right? In the movies, the villain always reveals unknown details about his evil scheme, maybe even hints where he hid the treasure, etc.
The PCs might learn that they should keep their weapons sheathed if they want those juicy details.
As for surprise rounds, Simon Legrande is right - this type of situation should really not have a surprise round ever, unless the PCs are legitimately unaware that the BBEG is their enemy even after the monologue. If both sides are aware of the other, there is no surprise round. It doesn't go "I fire an arrow at him, creating a surprise round" it goes "I raise my bow", "ok everyone roll for initiative."
Skeld |
Monologues are a tool for the GM to tell the players a piece of the story. I usually don't adjudicate any actions (players or NPCs) until the monologue is finished.
"But realistically, we wouldn't wait for him to finish talking when we know he's the bad guy; we'd just attack!" Almost nothing about this game is "realistic."
-Skeld
pennywit |
A couple thoughts:
1) Mutants and Masterminds Second Edition (in one of the sourcebooks, I think), said that PC heroes could get a villain to start monologuing on a successful Bluff check. And, in the spirit of comic-book heroes everywhere, players could use that to their advantage.
2) Round 1: Villain monologues.
Round 2: Players attack.
Round 3: Magic Mouth continues to monologue while villains fights players.
Brad McDowell |
1 person marked this as a favorite. |
Ok so that's a start. So Baron Boilface is monologuing and the barbarian says "*&^! this noise!" and charges at him.
So then you roll for initiative? And if the barbarian wins he gets another attack? Or what's happened?
I guess i'm unsure how to handle the switchover from RP to combat.
The in-character barbarian says, "I charge at him."
The out-of-character barbarian says, "Let's roll initiative."This would happen at exactly the same time. And said barbarian will have to wait his turn.
RumpinRufus |
The worst thing about it is if the first PC to interrupt gets a surprise round vs the other players.
This is wrong.
There is no surprise round.
Determine which characters are aware of their opponents. These characters can act during a surprise round. If all the characters are aware of their opponents, proceed with normal rounds. See the surprise section for more information.
Unless you're arguing that the person who is talking to the PCs is not aware of the PCs, then no one gets a surprise round.
barry lyndon |
barry lyndon wrote:
Ok so that's a start. So Baron Boilface is monologuing and the barbarian says "*&^! this noise!" and charges at him.
So then you roll for initiative? And if the barbarian wins he gets another attack? Or what's happened?
I guess i'm unsure how to handle the switchover from RP to combat.
The in-character barbarian says, "I charge at him."
The out-of-character barbarian says, "Let's roll initiative."This would happen at exactly the same time. And said barbarian will have to wait his turn.
This feels pretty good.
Mark Hoover |
2 people marked this as a favorite. |
Have the barbarian charge who cares.
1. villain starts monologuing
2. Surprise Round! Everyone roll Sense Motive vs villain's Bluff if he's toting a hidden crossbow; otherwise villain vs barbarian's Bluff to anticipate the charge
3. fight ensues; villain, so confident in their master plan CONTINUES monologuing while fighting because talking is a free action
Nothing like Baron Boilface easily sidestepping the barbarian's clumsy charge in the surprise round and momentarily pausing in his monologue to comment: "You see? You are nothing but impetuous children. This is why my plan will succeed..."
Then WHILE fighting he continues
*Baron 5' steps, power attacks barbarian and deals 62 damage plus Fort 22 or 1d4 Con from poison* "...and now at the zenith of my power, my glory is nearly at hand! I have already set things in motion..."
*Baron survives party's onslaught and flies into the air, fireballing the party for 150 damage* ... so that, even if you slay this pathetic mortal form before you the comet will still strike the coast, sinking your wretched kingdom into the sea, while my soul will merely return to it's phylactery. I will rise again in possession of a new body, perhaps even one of yours, and my victory will be COMPLETE! AHAHAAHAHA!!!"
Yeah, that happened. Blam. You're welcome *mic drop*
Corrik |
3 people marked this as a favorite. |
Honestly, it's something that has never made sense to me.
I know it's a classic staple of movies, and tv shows, etc. But it has never made sense. Why would the BBEG take the time to explain what he was doing to the people he was about to kill and who were trying to kill him. Maybe if you have some incredibly short-sighted moronic villain they might need to stroke their ego enough to justify having them monologue in front of the PCs. But normally, he should just set about killing them or retreating.
If you really need to monologue to the PCs Persistent Image can do the trick for you.
Think about the type of person that villains typically are. These are not well balanced people. That's probably why they are trying to blow up the world. Egomanics don't just need to think that they are better, they need others to recognize that they are better. It isn't enough that they beat the heroes, the heroes have to know they are beaten. And the hero can't just know they are beaten, they have to know just how much they've been beaten.
Akerlof |
Honestly, it's something that has never made sense to me.
I know it's a classic staple of movies, and tv shows, etc. But it has never made sense. Why would the BBEG take the time to explain what he was doing to the people he was about to kill and who were trying to kill him. Maybe if you have some incredibly short-sighted moronic villain they might need to stroke their ego enough to justify having them monologue in front of the PCs. But normally, he should just set about killing them or retreating.
If you really need to monologue to the PCs Persistent Image can do the trick for you.
It's plot exposition, plain and simple: It's a tool writers use to fill readers/watchers in on what's been going on in the parts of the story they haven't been privy to during the narration.
It can fit in logically to the scene, like Darth Vader's "I am your father" speech, or it can be an information dump like most classic Bond villains do. Shakespearean characters often did the same as asides, where it was understood that the character wasn't actually saying anything to the other characters in the play, he was just conveying information to the audience that wouldn't otherwise be available.
It can be a useful story telling tool, or it can be a crutch for weak authors, that all depends on how it is used. If I have a BBEG monologue in a game as an information dump, I usually treat it as a meta-event: It's basically boxed text that is passing information on to players, the Barbarian doesn't get to charge, the Wizard doesn't get to start casting spells, nothing happens until I finish my damn speech. However, I personally prefer to pass the information on to players in different ways, like finding the BBEG's notes afterwards, or interrogating prisoners, etc.
Te'Shen |
Charon's Little Helper wrote:that moment you realize no one clicks your links...I figure that monologuing makes the bad-guy lose the surprise round - but otherwise doesn't take up game time.
Though I might allow the players to do something sneaky while he's monologuing if it's clever. Not just shooting him with an arrow.
"You caught me monologuing you sly dog!"
"Stop shooting him and let him finish talking!"
Bonus points if you know where both quotes come from. (different sources)
It's ok, Bandw2. I did.
Quoted for Truth.
. . . Speaking of Pixar what is the deal with them making sequels to every one of there movies except the one that needs it, wich would be the Incredibles.
***
. . . As for surprise rounds, Simon Legrande is right - this type of situation should really not have a surprise round ever, unless the PCs are legitimately unaware that the BBEG is their enemy even after the monologue. If both sides are aware of the other, there is no surprise round. It doesn't go "I fire an arrow at him, creating a surprise round" it goes "I raise my bow", "ok everyone roll for initiative."
I call bull. Villain starts a monologue and heroes listen? He's got a readied action spell waiting for the first mother that feels froggy.
. . . Yeah, that happened. Blam. You're welcome *mic drop*
...
...
Bravo!
RumpinRufus |
RumpinRufus wrote:. . . As for surprise rounds, Simon Legrande is right - this type of situation should really not have a surprise round ever, unless the PCs are legitimately unaware that the BBEG is their enemy even after the monologue. If both sides are aware of the other, there is no surprise round. It doesn't go "I fire an arrow at him, creating a surprise round" it goes "I raise my bow", "ok everyone roll for initiative."I call bull. Villain starts a monologue and heroes listen? He's got a readied action spell waiting for the first mother that feels froggy.
You also can't ready actions outside of combat.
There is an initiative roll, plain and simple. No surprise round, no readied actions. Those are the rules, at least.
Ascalaphus |
I figure that players should have enough respect for genre conventions to let the villain monologue for a bit. Enough to tell them some shocking new information, or to show how hilariously unaware he is of how they've already foiled all those schemes. Importantly, the speech should be entertaining to the players.
There's a sort of deal between GM and the players: they don't interrupt you before you've said the good part, and they don't actually lose any advantage by waiting.
Of course, they could try something clever like Charon said, but preferably not something so obvious that it'd make the bad guy interrupt his speech (or that would require me to stop speeching - hard to maintain a good flow if you're adjudicating things on the side). But if, after the speech, the rogue tells me that he tried to sneak up on the villain from behind during the speech, he'll get a roll to try that.
Likewise, sometimes the villain will just be stalling while his flunkies creep up behind the PCs. In that case I'll speech for a bit, then ask for Sense Motive checks. If they all fail, I continue speeching, otherwise it's initiative time.
Claxon |
Claxon wrote:Honestly, it's something that has never made sense to me.
I know it's a classic staple of movies, and tv shows, etc. But it has never made sense. Why would the BBEG take the time to explain what he was doing to the people he was about to kill and who were trying to kill him. Maybe if you have some incredibly short-sighted moronic villain they might need to stroke their ego enough to justify having them monologue in front of the PCs. But normally, he should just set about killing them or retreating.
If you really need to monologue to the PCs Persistent Image can do the trick for you.
It's plot exposition, plain and simple: It's a tool writers use to fill readers/watchers in on what's been going on in the parts of the story they haven't been privy to during the narration.
It can fit in logically to the scene, like Darth Vader's "I am your father" speech, or it can be an information dump like most classic Bond villains do. Shakespearean characters often did the same as asides, where it was understood that the character wasn't actually saying anything to the other characters in the play, he was just conveying information to the audience that wouldn't otherwise be available.
It can be a useful story telling tool, or it can be a crutch for weak authors, that all depends on how it is used. If I have a BBEG monologue in a game as an information dump, I usually treat it as a meta-event: It's basically boxed text that is passing information on to players, the Barbarian doesn't get to charge, the Wizard doesn't get to start casting spells, nothing happens until I finish my damn speech. However, I personally prefer to pass the information on to players in different ways, like finding the BBEG's notes afterwards, or interrogating prisoners, etc.
I undersatnd it's for telling a story, but if we are role playing and trying to have a semi-realistic world it just simply has no place in my opinion. I understand how it works, why it is useful, why people expect, so foruth and so on.
I just don't think it makes any actual sense in Pathfinder and DnD. If I can't find a way to provide the informaiton to the players in some other capacity...they just have to deal with not knowing.
Zhayne |
The bad guys love to do it and the players love to hear it.
So how do you handle Initiative in these situations.
[1] The bad guy appears but the players think he's a good guy, they discuss matters, and then he reveals/is revealed to be the bad guy during a monologue then raises his hidden crossbow to fire.
[2] The bad guy appears and the players know he's a bad guy. He monologues a bit first but the players have their weapons ready.
1. Standard initiative roll. They know he's there, he knows they're there, no surprise round.
2. Talking is a free action, so he (and the PCs) are free to speak as long as they like. Once they're done with the exposition, standard initiative check.
thejeff |
barry lyndon wrote:The bad guys love to do it and the players love to hear it.
So how do you handle Initiative in these situations.
[1] The bad guy appears but the players think he's a good guy, they discuss matters, and then he reveals/is revealed to be the bad guy during a monologue then raises his hidden crossbow to fire.
[2] The bad guy appears and the players know he's a bad guy. He monologues a bit first but the players have their weapons ready.
1. Standard initiative roll. They know he's there, he knows they're there, no surprise round.
2. Talking is a free action, so he (and the PCs) are free to speak as long as they like. Once they're done with the exposition, standard initiative check.
But there's no way to interrupt and stop someone from talking?
Can I filibuster a combat? :)
Wyntr |
Zhayne wrote:barry lyndon wrote:The bad guys love to do it and the players love to hear it.
So how do you handle Initiative in these situations.
[1] The bad guy appears but the players think he's a good guy, they discuss matters, and then he reveals/is revealed to be the bad guy during a monologue then raises his hidden crossbow to fire.
[2] The bad guy appears and the players know he's a bad guy. He monologues a bit first but the players have their weapons ready.
1. Standard initiative roll. They know he's there, he knows they're there, no surprise round.
2. Talking is a free action, so he (and the PCs) are free to speak as long as they like. Once they're done with the exposition, standard initiative check.
But there's no way to interrupt and stop someone from talking?
Can I filibuster a combat? :)
We're back to having the undead bad guy who talks the party to death :)
Undone |
Honestly, it's something that has never made sense to me.
I know it's a classic staple of movies, and tv shows, etc. But it has never made sense. Why would the BBEG take the time to explain what he was doing to the people he was about to kill and who were trying to kill him. Maybe if you have some incredibly short-sighted moronic villain they might need to stroke their ego enough to justify having them monologue in front of the PCs. But normally, he should just set about killing them or retreating.
If you really need to monologue to the PCs Persistent Image can do the trick for you.
The best monolog is something that is kept to 1-2 sentences. For example
"You will all die here, and no one will ever know."
"At last, I see you've arrived."
"You've foiled me, but you'll never catch me." (Teleports away.)
After all they've said "Brevity is wit".
Claxon |
Don't let realism stop you from doing what you really want to do. Realism is just a tool, not a goal.
But I don't really want monologuing villains, either as a player or as GM. But in general I agree, I don't let constraints stop me from doing what I want as a GM. If I say it happens, the gods hath decreed it happens (in game).
lemeres |
I think it might be something that can be handled with a bit of gentlemen's agreement....And if that doesn't entirely work, allow them to make a special readied action that can be a full round action/set of actions (if the player would get those) for when the BBEG tries something funny (casts a spell, readies a super weapon, goes for a hostage, etc). That way, they aren't losing anything strategically by listening.
Of course, the shot to the head ending a monologue is of course another staple of story telling, and I can't entirely blame the players for that (they are just roleplaying a character that might not have time for that junk). Maybe occasionally add in something to stop this (a trap, a spell, a couple of enemies with their own readied actions in ambush) that serves as the reason WHY the BBEG feels confident enough to monologue.
Of course, some unseeable trap isn't fair to the players either. Give the players a special circumstantial +10 bonus to perception/whatever applicable skill like knowledge to notice this deterrence if they cautiously let the BBEG ramble on while they assess the situation. This is smart in a combat sense in character, and establishing a precedent for this will make it so you don't always have to put in some cheating deterrence to save the monologue. The players will just do it as a matter of course once any one starts monologuing, since good players are nothing if not suspicious. Combined with the full round readying, they will obediently wait out the monologue (unless they think it is good for the character), even if you haven't put in some barrier spell or trap this particular time.