Johannes wrote:
> There is also the story archetype, where the quest is not really to defeat
> the enemy, but to get the McGuffin. In such a story, you could put the 
> zombies in as obstacle, to prevent prevent the pcs from getting it without
> proper and lengthy preperations.

Hello Johannes,

when Mike asked about a most vicious enemy, I was automatically
thinking in terms of "defeat X" rather than "recover and deploy
Y" -- but building or rebuilding can make a satisfactory game,
too. In theory our Traveller campaign has a main enemy, but in
practice it is just as satisfactory if we jump from world to 
world and make enough credits to improve the ship bit by bit. 

And Mike wrote:
> Better than a classic dungeon crawl, though zombies don't have to eat?

Hello Mike,

I thought zombies need lots of brains and flesh?
 
> One big bad
> With several assistants.
> And many minions.

The archenemy, the named henchmen, and the mooks. 

The mooks are interchangeable. If the players recognize one 
as an individual, he or she becomes a minor named henchman.

Henchmen are recognizable and have their area of expertise, 
possibly better than the archenemy in their niche. 

And then there is the archenemy. Think of a typical James 
Bond cast.

> Big bad might be just one facet in a much larger or a dispersed
> group/organiization or co-conspirators. The co might not always be behind the 
> one the
> PC are dealing with, but ..

If this was planned all along, it is the classic setup of 
a campaign -- starting characters gain experience against 
the lesser henchmen of the archvillain, and when they get
enough experience and artifacts/gadgets, they go against 
more senior henchmen and then the archenemy.

Or this is a retcon to continue the campaign when the PCs
have defeated the original archenemy. This retcon doesn't
have to be a bad thing -- when you have a good party you
want to keep it going -- but it is always a bit awkward.

Regards,
Onno
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