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Guided method: The villain's plan

Beta 1.4.0

Available from 1.4.0-beta, without an AI provider.

Prepare what the enemy will do unless the characters stop them: six stages, three discreet followed by three visible. Each leaves a trace and gives players an opportunity to intervene.

On the campaign home, open Guided method, choose The villain's plan, then Start. Shared placement and draft behaviour is covered in Choose a guided method.

The ten workflow steps​

StepPreparation
PlacementExisting linear arc or new arc
The enemyPlan title, enemy, goal, stakes and possible player objectives
1 β€” Prepare in secretFirst discreet action
2 β€” Gain alliesSupport gained and people affected
3 β€” Set the trapFinal preparations before visible action
4 β€” StrikeThe plan becomes public
5 β€” Crush the resistanceThe enemy targets those who can still stop them
6 β€” Reach the goalWhat happens if nobody prevents it
The plan's clockOptional clock creation and its name
SummaryChapter, six typed scenes and optional clock

For each stage of the plan, choose Event, NPC, Location or Encounter, then describe the action and what players can notice and do. Initially suggested types vary across stages.

What gets saved​

Create the adventure adds one chapter and six unlinked scenes. The chapter uses the enemy and goal as its description, along with player objectives, stakes and a numbered plan in its GM notes.

Each scene receives the enemy action as its description and possible signs or responses under Choices and consequences. The enemy name is used to write the plan; create their sheet under Characters.

The six-segment clock​

The default option to create a six-segment clock adds one with your chosen name to each existing playthrough of the campaign. Progress stays independent in each playthrough. Stakes become the clock description.

If no playthrough exists, no clock is created. A playthrough added later does not receive one automatically: create it under playthrough clocks. Choose the option to track the plan yourself to create only the chapter and scenes.

The clock is manual, without an automatic trigger. Advance it when the enemy makes progress and play the relevant scene when appropriate. Segments do not start scenes, and ending a session does not advance the plan on its own.

Adapt the plan during play​

If characters thwart a stage, revise the next actions or slow the clock. These six scenes describe the enemy's initial intentions rather than events imposed on the players. Record the consequences in the playthrough journal.