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Old 07-10-2013, 12:54 AM   #21
Tuk the Weekah
 
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Default Re: How to GM An Enemy

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Originally Posted by Otaku View Post
This thread has a lot of great ideas for handling an enemy, and if it makes it easier for you... an enemy may not even realize he or she is an enemy. Think of the well meaning (or at least controlling) relatives or friends many of us know in real life. Many times they affect us without realizing the full consequences... and even if the player realizes how bad things are going, what will they do with that kind of enemy?
Perhaps the Enemy is a well-respected, decorated, retired member of the Guard who feels that Merral is not worthy of the uniform. The Enemy could, in a surprising twist, be trying to provide Merral the opportunity to rise above his own limitations to become truly worthy of the rank of Guardsman.

Ultimately, Merril's Enemy is really his friend...
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Old 07-10-2013, 03:34 AM   #22
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Default Re: How to GM An Enemy

Does the setting have insane asylums? If it does, that easily explains a Hunter who genuinely tries to act in the PC's best interests.
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Old 07-10-2013, 05:46 AM   #23
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Default Re: How to GM An Enemy

You can simply not allow enemy, ask them to work out another disadvantage, make them increase the frequency rate on one they already posses, lower the disadvantage limit so it isn't a problem to begin with, or they can live with not having to max out their disadvantages. A lack of a disadvantage is still an advantage.

I also agree with the sentiment that he shouldn't have to nix daredevil. On The Edge does not make a very long lasting character and he will need all the help he can get. My last 'On The Edge' character had Fearlessness 4 and regeneration 1hp/hour and a personal forcefield, he still managed to die. He doesn't always have to make All Out Attacks, but incredible talent does not entirely mitigate the insane actions he'll have to make after failing that roll.

I also want to say that I've had a lot of luck in my own games with reducing the disadvantage limit from 'half point total' to just 50 and simply increasing the positive point total by the like amount of 25. Characters have the same level of competency and aren't quite so mentally broken.
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Old 07-10-2013, 06:19 AM   #24
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Default Re: How to GM An Enemy

You know that the enemy showing up 1/3 of the time PER ADVENTURE means that the enemy does NOT show up 2/3 of the time. Just don't have them show up this adventure, if you're not comfortable with it yet.

That being said, if you are doing an ongoing campaign, the pcs are going to make enemies and you are going to have to get used to running them, whether the pcs got points for them or they arise out of the story.
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Old 07-10-2013, 10:51 AM   #25
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Default Re: How to GM An Enemy

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That being said, if you are doing an ongoing campaign, the pcs are going to make enemies and you are going to have to get used to running them, whether the pcs got points for them or they arise out of the story.
Enemies that don't have point values also don't have a frequency of appearance, which makes them a lot easier to GM.
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Old 07-10-2013, 10:56 AM   #26
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Default Re: How to GM An Enemy

I like that idea. I'll see if I can convince my player to relinquish his enemy into a background story only. It'll relieve the pressure on me for now, while I work on more important aspects to this adventure, like ... writing it!

Another thought I had: instead of making him give 15 points back, I could let my other players spend an additional 15 points and call it a 165-point campaign.
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Old 07-10-2013, 01:09 PM   #27
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Default Re: How to GM An Enemy

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I like that idea. I'll see if I can convince my player to relinquish his enemy into a background story only. It'll relieve the pressure on me for now, while I work on more important aspects to this adventure, like ... writing it!

Another thought I had: instead of making him give 15 points back, I could let my other players spend an additional 15 points and call it a 165-point campaign.
I'm going to take that to mean he actually wants his enemy. Does he have any suggestions? The players have to meet the GM half way when making characters.
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Old 07-10-2013, 01:51 PM   #28
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No, I have not had a chance to talk with him yet. I'm first trying to solidify my thoughts on the issue. I understand what you are saying about meeting half way. We've already met halfway/partway, if you saw my comment earlier regarding what his initial character backstory was. Who knows, he may be ok with giving up the enemy thing all together. Stay tuned... I will let you all know what the solution turns out to be.
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Old 07-10-2013, 10:16 PM   #29
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Old 07-10-2013, 10:30 PM   #30
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Default Re: How to GM An Enemy

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No, I have not had a chance to talk with him yet. I'm first trying to solidify my thoughts on the issue. I understand what you are saying about meeting half way. We've already met halfway/partway, if you saw my comment earlier regarding what his initial character backstory was. Who knows, he may be ok with giving up the enemy thing all together. Stay tuned... I will let you all know what the solution turns out to be.
There's a division of labor here. The player has the right to decide what he wants his character to be like. But he doesn't have the right to define what traits represent that. If what he wants is someone who drove him out of his former life, out of hostile motives, but is no longer interested, that's not an Enemy and is not worth points; if what he wants is someone who is still seeking him or persecuting him, that's worth points for having a current Enemy. He gets to tell the story, but you have to judge the point value of what he wants—and work with him if what he wants leads to an unacceptable point value.

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