I have found that without fail, if I take the time to stat up a enemy NPC, plot the firefight and I have given any NPC a metabolic arrestor so they may comeback in future sessions...They are completely utterly destined to die.
Capped in the head point blank, blown to smithereens, decapitated etc unfailingly pinpointed and exterminated with exstreme prejudice.
Does anyone else has a mockers for a planned prolonged NPC?
Do you have them flee soon enough? are they alone? or do you have henchmen... etc they can use to help cover their escape?
If your best plan to have a recurring NPC relies on them playing possum, you've already failed. Retreat, imposters, holograms, Hand of God, etc. are all much better options (and classic cliches on top of that). Laying there, completely vulnerable, and just pretending to be dead... not the best idea.
| QUOTE (Doctor Funkenstein) |
| If your best plan to have a recurring NPC relies on them playing possum, you've already failed. Retreat, imposters, holograms, Hand of God, etc. are all much better options (and classic cliches on top of that). Laying there, completely vulnerable, and just pretending to be dead... not the best idea. |
Yes. There are much better ways to do it than a metabolic arestor. Lets say, for example, that you have thawed Hitler's frozen brain and made it into a brain-in-a-jar cyborg bent on global domination and the creation of a master Roboayran race. Waht you should do is have Robohitler rig his secret robonazi base with a huge amount of explosives and an escape module. When confronted by the PCs in his secret inner sanctum with one well-guarded entrance, he just laughs and activates the explosives via DNI. He continues laughing as he is separated from the PCs by a wall of burning debris. The PCs can make their way out as the base self-destructs around them, but in doing so they must leave Robohitler, who has a suborbital escape pod within easy reach.
...however, as with all modern day megalomaniacs, for dramatic effect, RoboHitler needs...
..The Laaaaaser....
| QUOTE (Doctor Funkenstein) |
| If your best plan to have a recurring NPC relies on them playing possum, you've already failed. |
I can assure you that all the tricks of the trade stand ready and have been effective.
Except when I use a metabolic arrester.
When I do, for some twist of fate in game play the npc, even if never meant to be shot, is hopelessly mangeled.
Hence to opening title.
If I want to assure the death of an NPC I give them a metabolic arrestor.
Was wondering if this quirk of game play is replicated else where?
| QUOTE (Doctor Funkenstein) |
| If your best plan to have a recurring NPC relies on them playing possum, you've already failed. Retreat, imposters, holograms, Hand of God, etc. are all much better options (and classic cliches on top of that). Laying there, completely vulnerable, and just pretending to be dead... not the best idea. |
Just do the Dr. Doom and his Doombots thing, SR style.
If the PCs kill your bad buy, then it was a biodrone clone of him all along.
Another fun option.
The PCs kill the named nemesis who has been troubling them for the campaign so far. As they loot, they find a small note (or untracable e-memo, whatever) that is a set of instructions on how to arrange this last encounter. If they do a significantly more extensive search, they may find similar notes for every encounter they remember (and a few things they thought were unrelated events).
You can even have the instructions specific down to the lines the baddy used, and if you really want to mess with the players, down to the PCs' expected responses.
End result, someone knows a lot about them (and has a grudge), they just killed their chance at any useful information on who.
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