FNF: the Rival
Friday Night Fights presents: the Rival
I know it's not Friday ..... life got in the way of me making my Friday Night Fights afternoon post.
However, on Saturday I was just talking with some friends and the joys of D&D (along with a possible adjustment of game schedule / time for more players) when the conversation of hardcore metagamers came up.
Now, at my table, i've had a few metagamers come and go. It's one thing to want to build a cool character idea, but it is a completely different animal when you feel you must "win" at D&D, thus needing to make a "super optimum ultra badass."
News flash: most players don't like this. Not one bit.
I came up with a solution...... and before you start bashing me on this idea, as so many lovely people on various D&D Facebook pages have before you, calling me a bad DM among other things.... hear me out. The solution is simple. The solution is a rival.
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Step 1: Create and assign a rival for each player, so that way the metagamer doesn't feel left out. I don't always have everyone's Rivals know each other. That, fellow DMs is up to you.
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Step 2: The rival will ALWAYS be equal level to that of the player character. When the character levels, the Rival levels.
Have the Rival be the antithesis to the player. Not full bore "opposite" or "Shadow Link" moment, but their other half. Barbarian? Maybe a cleric who has mastered Hold Person spell. A super archer? Maybe a monk who is always aware. Wizards are easy - other wizards.
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Step 3: Have some meaty interactions - it doesn't have to be combat - but some interactions, publicly so other NPCs know the player's group has competition.
Maybe have the Rival call out the player for showing bad form when completing quests, or spreading word that the player was a murder hobo three villages back, etc.
The biggest thing here about step 3 is to do the following:
- the Rival will always have an attack plan to take out the player, whatever that may be. Plan A.
- Refer to step 2 and the antithesis statement
- the Rival will have a Plan B for in case it gets outnumbered.
- Do X if two or more, do Y if three or more, do Z if player has cleric friend, etc.
- the Rival will have an escape trigger - what will beyond the shadow of a doubt force the Rival to flee until no longer pursued.
- I normally set the trigger to be once the Rival has lost 1/3 of max health or is under half spell slots/ skill points / etc. then I roll a D20. On a 16+ the Rival will flee to maximum effect as best as he or she can. No other actions taken other than Disengaged until no longer in pursuit, combat, earshot, line of sight of the player or respective alleis.
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