One thing I’ve been trying to do in Faith—with mercurial success—is properly foreshadow enemies. Successful fighting anime and manga tend to introduce a villain, let them run roughshod for a bit to establish stakes, and eventually let the heroes beat them after a struggle. That first step is key in setting the stage for the rest of it, because the villain’s initial actions on-screen generally decide what the viewers will think about a villain going forward. When Vegita and Nappa landed on Earth and immediately blew up a city, you knew they were going to be a threat an order of magnitude above any previous enemy. It was quick, thorough, and effective.
D&D has a slightly harder time with this, because its typical means of storytelling is “this is what you, the characters, experience with your senses”. It doesn’t have a way for the camera to cut elsewhere for a scene unless the DM starts narrating it to the players, and reading a whole script with no opportunity for interaction tends to make half the table nod off. Instead, DMs are encouraged to seed information about villains into the narrative before their first proper appearance, “introducing” them via word of mouth and examples and the experiences of NPCs without putting them in the same room as the party just yet. Sometimes the buildup is lackluster. Sometimes it’s decidedly not.
Let me tell you about the warden of the Iron Prison. Continue reading
