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The Looming Confrontation: A guide to staging your villains.

Villains, and their short screen time.

It's a sad but true fact of life and tabletop gaming that when a referee plunks down the miniature for the villain of an arc or narrates the party's entrance into the BBEG's lair, it is often the first time we see the bad guy up close and personal.
Oh, what a woeful state of affairs. Dreadful.
Villains are the protagonists of any campaign or story arc, especially official published material. Not your players. They are the supporting cast. The game follows them on their quest, so it's easy to get confused, but villains are the ones who:
  • Have a plan,
  • Have a motivation, and
  • Change the world in the process
Players get to muck around in the wake of all this. But don't for a second think they're the important ones. Dragon Heist – while not a terribly well-written adventure – has a whole cast of villains! The campaign, were it laid out and designed excellently, would portray the whole of the campaign's intrigue as a narrative structure with the villains center-stage. What are they doing at this time? Where are they now? Where do they go and who do they meet at midnight? What are their cronies doing? Time, place, and dramatic questions!
In Frostmaiden, the most recent published adventure, Auril is a looming background element. She's the force of nature behind the campaign, but we don't actually encounter her unless we track her down. Snooze. I don't see the villain until it's the session or two of crawling through her lair and then slaying her? Wow, terrible.
So, here are your best ways to improve your villains and the slurry of published material, without having to rewrite the entire adventure from scratch (which has been done on Strahd and others and is excellent but also time-consuming).

Show your Villains Off
Even if your villain is the head of a thieves' guild or is the top-secret figurehead of the realm, show them to your players. Show them, make their face and features notable, and show them. Show them.
By show them, I mean "Make their faces known." Let your players ruminate on the scarred visage of a cruel warlord or the cold beauty of a regal queen. Make sure this isn't a confrontation. No fighting can happen the first time your players see your villain. A portrait, a huge crowd gathered for a speech by the villain, or even a glimpse of the villain as they flee the scene of their crimes are all great ways to lay the foundation.
The reason you do this is three-fold.
  1. Villains are memorable if they're good. Villains are unforgettable if they're excellent. In my Strahd games, the players find a book with portraits of the von Zarovich family and their history. I use an actual prop with period paintings that I hand out, but a sufficiently ominous description of the titular villain before he's physically encountered can do the job. Emphasize the villain's humanity, the elements of their features that catch the eye, and then hammer it home with a dramatic bit of prosaic speech, flowery and whatnot, to really ensnare the imaginations of your players.
  2. Dread is the best motivator for your players to fight the villain. If the players believe there's someone out there pulling the strings, maybe they feel obligated to go find them. Maybe they're like my players and they need more motivation than "The boxed text on page 7 says the villain has to be killed." But if they see their face, they will hunt that baddie down on their own. Never have I given my players an opportunity to witness the villain that did not end with them standing over that villain's corpse (or vice versa). Players are motivated by what they know. Make them know your villain.
  3. It sucks to describe the villain at the final showdown. You got your music, the party is on the edge of their seats, they ended last week on a cliffhanger and now, finally, this week you get to fight the villain. They walk into the chamber and... Insert boxed text and/or suspense-breaking description. Your villain deserves better; how could you do this to them? You aren't doing your villain any justice by taking a narrative hatchet to the drama of their moment. And your players are being done a disservice by having to sit through lame stuff when, hello, this is supposed to be the climax of the adventure! Get that stuff outta the way, way ahead of time! Get to initiative!

How to Show the Villain Off
So you're on my side now. You agree that we should be peacocking our villains around early on, making our players know them, and giving them a face for the name they hear dropped by a crony later on. The suspense is building.
But, uh, how are you supposed to keep the suspense? If we show the villain off only once, sure, the players are invested. But what if you could show them off... More than once?
Well, well. We have ourselves an idea here. Showing your villain off a handful of times before the climactic showdown is a surefire, dizzyingly powerful way to get your players to hate the villain's guts. But doing this and also keeping the players from drawing swords, knives, staves, and bows? This is going to require some thinking.
When thinking about how to show off your villain but also keep initiative from ever being called, think of ways to socially obstruct your players. This is stuff like parties, meeting the villain at a crowded coffee shop, a street fair, or a formal dinner with a neutral or unaware authority figure. These situations prevent the drawing of blades, because initiating violence in these scenarios is the greater crime and will be punished first (and if your players defend themselves and say, "Well he's evil!" then it looks bad on the PCs). In non-urban games, maybe there are rules of warfare and codes of conduct that can substitute for the social pressures of nonviolence. These suggestions work best for villains with at least some concern for the way they're perceived (which is most rational living beings).
Again, three reasons.
  1. The villain can't hurt the players. This is important when you're putting a high-level baddie up against low-level players. If violence is prohibited socially, the consequences of initiating are going to outweigh the villain's desire to squash these impudent meddlers. They can't risk exposure or they don't want to lose face.
  2. The players can't attack. Doing so breaches the social agreement of public spaces, ceasefires, formal events, or whatever framing device you're using to show off your baddie.
  3. Until they can. Players and villains have a threshold for how much bullshit they're willing to take from the other side. If the players come on strong and apply pressure to the villain to act irrationally, let it happen! People lose their cool in politics all the time! Have your villain react appropriately to their rank, station, schemes, and the social framing device. Players are more likely to initiate violence, however, because they believe they can't die and are reckless as a result.
This is all to say, use social pressure! Use framing devices! Think of ways to force the villain and PCs to interact without the convenience of violent measures as a tool for conflict resolution. Also, this is a good time to talk about ways villains might go about toying with the players in such situations.
  • The villain brought reinforcements. They're at the king's castle having dinner, sure, but they have assassins in the rafters or a master poisoner in the kitchen. They've seeded the environment with ways to escape and harry the players, because they aren't stupid (unless they are, might be fun).
  • They know Jedi mind tricks. Villains are the right people to have illusion and enchantment spells. Players might not think highly of them, but you're the referee, dammit. Those are such juicy, magnificent ways to heighten the drama of a social impasse. Telling a player, "Roll a Wisdom save" is a guaranteed way to get your whole table squirming wanting to attack. Texting them or rolling it in secret is even better, because then no one knows! Muahahaha! Ahem.
  • The villain isn't there. It's a double, a project image spell, or a doppelganger. It's someone with a hat of disguise, a scroll of alter self, or even a clone. Maybe they can act with impunity in ways the villain proper could not. This flips the dynamic on its head! Players can't act out, but the "villain" can get away with things that the real villain could not. And if they play into the social impasse to trick the players even further until the moment is right and they strike? Ye gods above, what fun!

When to Break the Mirror
Eventually, the thin protection of social pressures or taboos or agreed-upon parley will shatter into a kajillion tiny pieces and your players will want to fight the villain, or the villain will attack to cover their retreat, stall the players, or even thrash them and leave them bloody and beaten.
This is great. This is the ante-climax. Not anti-, but ante. As in "before." This is the moment when you can throw all of your fun, villain escape-antics at your players and really double down on getting the players to hate the villain. It works best as the the beginning of the denouement, when the social framing device turns on the villain and they're forced to accelerate their plans to cope with growing pressure from the heroes and their former allies or dupes.
Knowing when to do this is crucial. I usually do this at the third time the players have met the villain at an impasse. The first time is usually from far away, where the players can observe the villain but not necessarily be observed in turn. The second is shortly after the players have tipped their hand, making the villain aware of their actions (players are really bad at covering their tracks) and giving them an opportunity to arrange a scenario for the players to sit down with them. I usually have some contingencies for the villain in place, but their primary goal at this point is to get a read on the players. If the villain has access to detect thoughts and methods of tracking the players, such as locate creature or scrying, I use this as a way to justify the villain utilizing them down the line. The villain will undoubtedly have a scheme happening away from the meeting with the players, using this time to advance their plans while the players are distracted.
The third time is where the buck stops. Players have usually mucked about in the villain's affairs at this point, and the villain wants a coup. They organize or take advantage of a social situation that will lure the players, with the intent of eliminating them. If you can do this Red Wedding-style, go for it. I most recently had my villain in Dragon Heist attend a gala at a museum where they needed to steal the final McGuffin for the adventure, and my players showed up to stop them. They couldn't go full battle rattle, so they instead opted for social disgrace. The villain had planned for a fight, so the whole scenario went wonderfully. My players were at a disadvantage without armor and their best magic items, but the villain had been all but exposed prior to the fight, so the whole city is now looking for them as they try to complete their scheme.

Wrap Up
Villains are only scary when they get their screen time. As the protagonists of the story arc/ campaign, villains deserve a chance to land some choice lines – a few snarky zingers and a handful of thinly-veiled threats – cavort with your players in a scenario where violence isn't or is the worst option, and eventually break the uneasy peace with a roundabout to kick off the final stretch of your game.
I do hope this comes at a good time for all of you and that you find this to be helpful.

May your villains live as well as they die.
submitted by Doctor_Darkmoor to DnDBehindTheScreen

How to Use SteamVR

How to Use SteamVR
Hey all. You might have seen my stuff. I maintain an “acab” Great Games/Software list that I recommend checking out, as well as a guide to getting into VR from scratch with what headset to get and PC components. And an explainer about how the Index is an AR headset and how you can test it out; either the community or Valve, ideally both, will turn that into a real use case.
I made this guide to help people feel more comfortable and reduce friction in VR. It’s also supposed to make you fully acquainted with SteamVR settings, how to use things like Desktop view so you don't have to take off your headset, how to get into VR quickly, and some addons you should use. Always look for ways to do the things you want to do in VR or can't do right now.
There’s a tool called Aardvark that some community people and a valve person or two are trying to get going, that could make being inside VR a lot less clunky by creating a really great way to make apps and gadgets that run over VAR and can communicate between users and each other.. Answer your phone, take out a virtual HOTAS, hang out with a friend without being in the same game, play couch co op in AR, a lot of things are possible. If you know how to code in React or you like making VR overlays and hacks you should look into it.

Set up

You have to redo your room set up if you take down your base stations or move them around. Sometimes tracking will still work the same if you move your base stations, but the guardians will be messed up. There is no way to do the room set up in-headset in passthrough yet, but when you have to make your boundaries click "advanced mode" and you just have to mark the four corners of your play space.
Make sure you have powercycling on so the base stations turn on and off with the headset. You can set up base stations either at waist level just sitting on tables (2.0 only), on tall camera stands, or on the wall. If they are ever moved they do need to do room set up again. If you set them up on the wall you probably can just unplug the cord on both ends and take it out again when you need it.
Your PC's startup is quick and easy if boot off an SSD and turn off password login in windows. You can add a headless monitor if you want to move your computer around without a monitor or TV so that you still have desktop view.
The way I use VR is that I walk into the room, I press the power button on my PC (monitor left off), I walk over to my Index and click the button on the bottom (this turns on steamVR as long as Steam is running), put it on, and I’m in VR. I turn on 3D passthrough (double-click the button on the headset) to pick up my controllers, then turn passthrough off after I pick a game.


SteamVR starts when you press the system button on your headset, as long as steam is open. For opening games, I either use the dashboard, which isn't idea because it only shows your recently played games, or I use icons on my PC desktop.
Steam Big Picture mode is always accessible in VR. Click your library button on the dashboard and then “browse all” to see your whole Steam library, and click back to the Big Picture home to use things like Steam Chat and invite people/join their games.
he Tutorial is a little portal themed easter egg Valve made for the Vive. Resetting Seated Position is for when you want to sit somewhere other than the room center and the game doesn't have a setting for that. Display VR view brings up the VR mirror of steamVR, which includes things like overlays running on top of the game and your paththrough (if you’re a streamer you can use it to show your room to your audience easily), and if you select the “both eyes” mode it works better than any generic in game one but there is a slight performance cost. Devices is where you can pair controllers and power-manage your base stations so they turn on and off with your headset. Workshop is mostly for SteamVR home environments. Settings is what we're focused on here.

SteamVR Settings

Do this on the desktop to make it easier for you. On the little steamVR box click the three lines and then “settings” to open the settings UI. Do it right now while you read the guide if you want, your headset should be idle and not rendering if you're not wearing it.
Turn on advanced settings in the left corner. Then take a look at what’s in the general settings. Refresh rate, brightness, render resolution, etc are obvious. Click from “auto” to “custom” on the resolution if you don’t want it to change the resolution when you change frame rate. Notifications means you can turn steam notifications on and off.
At the bottom there is an option for SteamVR Home. If you don’t use it I would definitely turn it off since I don’t like running a graphically intensive outdated program when I’m not doing anything.
Next click on play area. I use a medium grid chaperone, and I set the color to white. I also have a low activation distance but set yours at the right distance for what you need. I remove the play area floor by making it invisible since it isn’t necessary and doesn't cover the whole floor anyway. Choose the white background if you hate glare. Toggle on the floor bounds if you always want to be able to see where you're boundaries end while you're playing.
Next click on dashboard in the menu list. I would set “show desktop tab” to “off” if you’re going to use an app like desktop+ to replace your desktop view. You can turn all of the tabs off or make the system button do nothing if you’re putting someone else in VR and they accidentally press it a lot. You’ll still be able to go into your SteamVR settings on the desktop and change it back. Dashboard position does what it says, so bring it closer if you can't see clearly or further away if you don't have enough room.
I address the controller bindings topic at the end.
In the video menu there are a lot of the same options as the general tab. Make sure “fade to grid on app hang” us on, and at the button where it says pause VR while headset is idle you may want to make sure that is on. Overlay render quality shouldn't really matter. Changing resolution doesn't work without a restart in every game based on its engine, but changing refresh rate works in every game except Alyx.
Render resolution basically works by either being set to "auto," where SteamVR picks a resolution based on your refresh rate and GPU, and "custom" where you choose the value. If you want to keep your resolution when you change your refresh rate, keep it on custom. I play Pistol Whip at 144hz with full super sampling. Having something like fpsVR makes it really easy to tell what settings work for you.
The bar that says “per application video settings'' is very useful. What this does is allow you to add a resolution modifier for a specific game that is always applied to that game (whatever your default resolution is times the modifier), and you can change the “motion smoothing” setting. Here’s an example of that in action: In Pavlov matches with 40-50 people, both the CPU and GPU frametimes tank and fluctuate a lot. So what I do is that I set my index to 120hz, and then I turn motion smoothing to “force always on.” That means the game only tries to render 60 frames and fills in the rest. There’s artifacting but it’s smooth. In games that are CPU bound this is also important since you can't just lower the resolution and fix it. You can also do this in the main panel of fpsVR.
Turning off motion smoothing just changes how reprojection works. Motion smoothing is when it switches to running at half framerate and fills in the other half, where the old reprojection method was only replacing the frames you were missing, which could look choppier.
In the audio menu you can change you input and output devices. This could be useful if you want to use RTX voice (uses GPU power to eliminate any background noise), since it appears as a separate microphone. You can mirror audio if you’re showing a game off to people, and you can turn out output from both the speakers and something plugged into the 3.5mm audio hack.
For cameras, turn on 3D room view. Then room view has a few options from clear ghosts to opaque passthrough, I use opaque passthrough to just see the world but you can make it less obvious. The reason you would do that is that “show camera at room edge” makes the passthrough come on when you step close to the boundaries.This is good for showing it off to new people but is a little slow, so you might want to go back to dashboard and adjust how close you need to be to trigger the walls.
If you have Natural Locomotion installed, it breaks your camera, just so you know.
Startup is important. You can change which apps steamVR starts up with. You don’t have to have revive enabled to actually use revive, it just turns off the library button. You can also stop other apps like Desktop+, metachromium, and fpsVR from starting with steamVR everytime if you want.
The only “developer” tab setting you might want is to enable “show GPU performance” for a few minutes because it shows a graph on your face of your GPU frametimes, making it easy to see how your setting decisions affect performance. But fpsVR works better for this.

SteamVR Add-Ons


This is a leaner, better version of the SteamVR desktop mirror. It also adds a keyboard that lets you do things like click “control” or “shift” and then another key so you can copy and paste even when you can’t right click.
One particularly useful feature is that it adds a task switcher which you can just click to tab out of the game you’re in. Lots of games load fullscreen and basically block you from doing anything else at the same time. This makes it easy to use discord, look something up, go on twitter during downtime, etc. It’s useful to not feel as limited in VR.
You should also be able to pin a window to stay when you leave the system menu as well and be there in the game. There are a lot of settings you can change but you can ignore those completely and have a simple experience.
Here is how to pin a window so can see a window or your monitor while in VR software.


Then there is fpsVR, sold on steam for $4. This has a lot of settings (and likely inspired some of Valve’s improvements to SteamVR after the index came out). Of note are a few things.
  • This is the biggest one, you can add an overlay next to your hand that shows your GPU and CPU frametimes, temps, a clock, etc. It’s essential to choosing settings in games and always makes it easy to see if you’re dropping frames and why. I always use this and have it attached to my left wrist.
  • You can change the motion smoothing setting to always on more easily, right there where it says “motion smoothing,” click and then you should see the options. This applies to all apps until you change it back.
  • It adds “desktop utilities” to the normal steam desktop view, which is useful if you don’t want to use Desktop+, because you can press the alt tab macro and see the desktop.
  • You can set a center marker. You can also have the center marker track the tangling of your headset so you can untangle it without taking it off. You can also have the marker follow you so it doesn’t show the center but also lets you see which way is forward or how tangled you are by just looking at your feet.
  • You can tweak your play space if needed, tweak the floor, add a beeping warning when people get close to the edges, have the edges get really obvious if you get really close, or hide all chaperones.
  • Can be useful if you sometimes sit on a couch on the edge of your playspace and want all chaperones gone. In utilities you can show or hide the steamVR mirror from within the headset. And six, you can restart SteamVR if something is borked without taking off the headset, the headset will turn off and then back on.
OVR Advanced Settings
This enables a lot of niche functions and tweaks. It's free on github and Steam. If you have accessibility/mobility concerns I recommend looking into it. They have a discord, so head there if you need it for those reason and they'll probably help you out.

Using your desktop in VR

You can always access the desktop through your system menu button, the one that brings up the steam dashboard. Trigger is left click and thumbpad is right click. Don't be afraid to use this function. I use it to go online, download something, unzip it, and then launch it in VR without taking off the headset. The replacement keyboard from Desktop+ helps a lot.
When you use an overlay like Desktop+ or fpsVR to add the ability to tab out of the VR game’s desktop window, you can do most of the things you need to do. Opening discord, a browser, even watch youtube videos, whatever, probably isn’t going to affect your performance unless the game is really CPU bound.
If you want a second or third monitor in VR, you need to buy a headless monitor, because of how Windows works. It's just a cheap dummy monitor plug that tells windows it's a 4K 60hz monitor or whatever. Desktop+ and a few other programs like Virtual Desktop let you use them at the same time.
For what it's worth, I always turn on the passthrough when I use the desktop view, it feels more comfortable and always runs underneath the dashboard or overlays.

Controller Bindings

In the controllers menu, you can manage controller bindings even when not in an app, although that doesn’t always work. I recommend starting up a game or piece of software with the headset off, then making your custom bindings on your monitor. Again, just click into your steamVR settings on the desktop with mouse and keyboard.
This whole system is glitchy and sometimes just doesn't work, and some games don't support it at all so you have to literally map one button to another rather than a specific function. But it also allows you a lot of control. Like you can make something actuate faster by changing how much the trigger or grab needs to be held down before it actuates. But I also cannot make a full guide to how this system works because I actually don't understand every function it has.
Two uses I found for example, were changing mag release in some games to pressing down on the thumbpad, or in H3 I run whenever my off hand is squeezing down. It's a useful system. TTS is one game that benefited from completely redoing the controls myself in this system. If a game doesn't use the thumbpad, I recommend taking a look at what you can rebind it to do; the thumbpad can work as one button, two buttons, or four buttons.

The Frunk

From u/dylovell
Just realized that this might need a mention. The Index Frunk has had a few interesting mods for it but largely has gone unused. But I have a few uses for it.
  1. You can use a gamepad or anything else USB by plugging it into the headset. I would assume this also lowers latency, so for seated VR it can be nice, or when playing a VR game standing with a gamepad in VorpX/GTA 5 in VR.
  2. Sometimes I play TTS with only one controller, so it works really well if I have my controller plugged into the headset and charging. You might be able to get an adapter to charge both.
  3. Attachments like a leap motion with a little USB-C to A adapter fits inside easily. Some people have used it to hold fans or dedicated fan attachments, or to store candy.
The Vive has a free USB slot on top as well, where the strap connects to the headset and all the cables attach. I used to plug my leap motion in there.
I really hope I can remake this guide in six months or a year and also talk about new features Valve adds, or Aardvark gadgets that remove clunk and friction/add functions to SteamVR.
submitted by OXIOXIOXI to ValveIndex