[RPG] How to balance/time a campaign where a player character is the final boss

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I suggested to my GM a campaign idea where one of the player characters would secretly be the final enemy boss and the player would play and campaign alongside the group trying to further his goals using the party as means to his ends. Eventually the party would find out and finish him off (or be killed off by the villain after a while).

My GM thought it was a very interesting idea. We plan to keep the premise secret to avoid metagaming, but have discussed this in a general sense and are confident players won't be put off by this kind of campaign concept.

We have never played such a campaign before though, and the primary problem seems to be not having the conflict come to a head too early, for the villain PC to simply kill everyone in their sleep, etc. We want the campaign to go a while before the conflict comes, and also want it to end with – even if not a straight up tactical fight, at least something that will be a interesting conflict.

What kinds of things should we take into account for both forcing the timing of and balancing the inevitable final battle?

Things like forcing a moral compass to prevent underhanded bad guy wins by killing everyone in their sleep. Would a level buff to the villain to the equivalent of matching the CR the party would face be useful? At what level would be a good point to tell the bad guy he can should try dropping hints, if the party figures it out early and moves to take him out then he’d be at a disadvantage.

If you've run a campaign like this before, how did you arrange it to solve this problem?

Best Answer

First, probably the best way to prevent the party from betraying each other too early is to make sure they need each other alive, up to some point, and they know it. At the very least, the villain player should need the other players alive.

For example: The goal of the campaign is to open the Demon Door and defeat the Demon King before he returns to his full power and fills the world with evil, but the door can only be opened by 4 (or however many people you have in your party) legendary heroes. That way, they can't kill each other before the end of the campaign.

Now, when they fight, you probably want them to be on roughly even ground. I'm going off my D&D 3.5 knowledge here, so it might not quite apply to 5e, but if an encounter is equal to the party in power, it has a CR of 4 higher than the party's level. This assumes a party size of 4. So that could be one character of 4 levels higher than the party, or 4 characters the same level as the party (e.g. literally the same as the party), or your villain and 3 monsters.

For example, when they get past the demon door, the villain is possessed by the Demon King and gains his power (instantly gaining 4 levels; have him make a separate character sheet before hand). This is still in the rest of the party's favor unless there are only 3 of them now, action economy and all. Or, give him control of 3 demons with a CR equal to his level.

So that would be an equal encounter ROUGHLY, as a rule the side with more people at the same CR has an advantage. Now lastly how can we play with the intrigue a bit more? You could have it so that the villain has an advantage if they get to the fight against him without knowing who the villain is, but the party has an advantage if they figure it out ahead of time.

For example, when the party realizes someone will betray them, they can seek out an artifact that will stop the villain from being able to gain his levels or demon allies when they reach the demon king. But, they have to know who the villain is- if they use it on the wrong person, the villain still gets his demon king powers. But if they've guessed who the villain is correctly, they'll have a huge advantage in the final fight. If you're doing this, you might want to make it so that the villain can (for example) gain 5 levels instead of 4, or have 4 demon allies instead of 3 when the party has failed to guess who he is, so he really has an advantage in the fight.

In summary:
How I'd do it is make it so the party all needs each other to enter the final dungeon and can't kill each other ahead of time, the villain gets powered-up to boss-enemy level when they get to the final room of the final dungeon, and the party can stop that from happening but they have to guess who the villain is correctly.

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