Quote:
Originally Posted by Kelly Pedersen
I'm with johndallman on this one - it sounds very much like a setup that's just going to frustrate the players. In my experience, it doesn't take very long at all for a reoccurring villain to provoke players into pretty extreme measures to kill them off.
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For the campaign I was describing, the time paradoxes eventually got unwound and the characters returned to the time they'd started in. That meant they had about 15 years lead time to set a trap for the villain, and the resources of an organisation that was set up by the UK government to dead with weirdness. The campaign ended at that point, but the plans for killing the villain were of the order of "Make sure you have his DNA on file, because we intend to make sure that's the
only possible way to identify the remains."