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Rookie GM needs help badly.

I am five months in to my worst case of writer's block ever. Please help. I need villain ideas!
In what context or setting? If its an even remotely modern setting I find the news a great source of ideas, a quick flick through any new page should produce some great characters, and if you want more balanced view, read the same story from various different sources, CNN, BBC, Al-Jezera, etc etc Also history provides some fantastic characters, for example the recent death of Võ Nguyên Giáp would provide great inspiration for a Hero/Villan (depending upon your prespective)
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Tons of good write ups and inspiration here. Conversion shouldn't be too hard and it might have the added benefit of getting you away from M&amp;M and on to a decent game system. :) <a href="http://surbrook.devermore.com/index/archive.html" rel="nofollow">http://surbrook.devermore.com/index/archive.html</a>
my father drove a cab for 20 years. Not once did he ever complain of "cab drivers block." just pick something and write it. If you delay and delay and delay in the quest of perfection, you could have written something that was imperfect and completed it thus building your skill. ideas: revenge is always good. The bad guy shows up and burns down the hero's house. look at your life will would motivate you to get above your world set forth with weapons and attempt to kill someone. That's your villainous action. Good luck.
In my view, the only villain worth spending time writing about is one you're sure your players will enjoy being thwarted by and eventually defeating. To that end, it's worth asking your players what sort of ideas they have about villains and then using those ideas with your own ideas mixed in. In my current campaign, almost all of the villains were created by the players. This has meant more engagement from the players as they see what their creations are doing and how they might defeat them.
Villain types: The Enemy boss (Inspired by TtheWriter) *The Brute This is the big guy with more muscles than brains. He's usually your bandit lord, of mercenary captain. He's often motivated by money, treasure, or a drive to get respect. *The Coward A lot smarter then the Brute, but not as strong. He will usually have a plan, and uses others to do his job for him. He will make sure to put a small army of minions between you and him and will usally have an escape plan ready. *The Mastermind This is a villain that doesn't even seem to be evil. A character that your players may trust. Someone who blends in, but secretly does his evil doings behind everyone's back. He might even put evidence in a Brute enemy to make the Players think they have found the Master and think the world is saved after they kill him. Not only is a mastermind dangerus in terms in intellect, but will often be able to hold their own in combat. These people will have besides their illigal activities also got some legal companies to hide behind. Meaning they usually got enough money to buy powerfull enchanted gear. Villain ideas: The tragic villain This man does a lot of evil, but for (what he thinks) are the right reasons. He has a strong sense of morals which he will desperately try to uphold. Think a Knight who has sworn to protect his lord. And even when his lord turns out to be evil, he still swore to protect him. Or think the King from Fable 3 (SPOILERS) who was a tyrant and monsterous tax collector, but it turned out he did that to fund an army to face an evil that came to the Kingdom. Or perhaps a thief who's forced to steal from innocent people to pay off a crime syndicate, else they'll hurt his sister. The tragic villain has to be one of my favorites. Diffrent cultured villain. This man does evil, but he fully thinks that what he does is the right thing to do. He might have built his kingdom on the backs of slaves, but because of that, his people are wealthy and happy. He therefor thinks he's a good and noble leader. The tempted villain. This could have been your every day man, but he got tempted to do evil to change his lot in life. Maybe a poor farmer who suddenly finds the corpse of a robber who was shot just outside of the city. He notices a magic revolver on his belt that doesn't have to reload after each shot. Tempted by fame and fortune, the farmer becomes a highway man to escape his dreadful life. The Zealot. This is an easy one. This villain is so confinced that he's doing his God's work, that there's no changing his mind. His actions are guided by the hand of God, no matter how evil they are, he will do it. Either out of pride for his god, or out of fear. Which brings me to my last villain.
Steal Adapt villains from the best. <a href="http://www.shakespeare-online.com/plays/shakespearevillains.html" rel="nofollow">http://www.shakespeare-online.com/plays/shakespearevillains.html</a> Shakespeare's villains are great RPG fodder IMHO. They have motivations, but they are unmistakably bad. Great unless your table plays a very subtle story indeed.
General ideas and information to be considered when making a long lasting, memorable villain : (Information given is being summarized and taken from personal experience and few sources. Most Notably: Palladium: Villains Unlimited ) Remember to make them pretty powerful, almost seemingly over powered in some way shape or form. The reason being that the villain, especially villains acting individually, will eventually be facing the group of PCs. Meaning the villain will already be outnumbered and if your villain is around the same level of power or only slightly stronger than your PC characters, they will make short work of your villain. Alternatively you can keep the the villain around the same level as the PCs and give the villain minions, henchmen, or some other advantage over the PCs. It is alright to have a villain that can defeat a whole PC team by themselves, this in turn encourages teamwork, cunning, thinking outside of the box, and strategy by the PCs to defeat the villain. Which evidently adds to drama, fun, and excitement. It is not only the strength of and power of the villain that makes them a good one, like any good character, the secret to making one is making sure they have a personality and my opinion it is the personality and little things that makes a villain or a believable one that the PCs will turn "want" to take down. Now the little and commonly over looked details: 1) Evasion: A good villain should be hard to find and hard to track or capture. The obvious reason being that you do not want the PCs to just stroll up to the villain's place of known habitation and end it right then and there, especially if you plant to make it a reoccurring villain. If the PCs know where to find and how to track a villain straight from the get go, you have wasted or chose not to utilize the advantages that it gives in adding to the story, character interaction with the world and more. This also gives some character to the villain, in reference to how the villain is, "does he have a giant castle hidden behind a magical forest that they hide in and use as a sanctum? or is he always on the run just being one step in front of the law and the PCs?". 2) Danger: A very obvious detail, if the villain presents no danger, there is no threat or interest to the PCs. The stronger the villain, means the stronger the danger to the PCs, creating a more tense confrontation. If the PCs go into a challenge "knowing" they will win with no real danger, it becomes a bit boring. Do not think however that sheer power is the only means of danger that a villain can present to PCs, sometimes a very simple trick, a small amount deception and misdirection, and cunning can be used at equal or greater effect. A good measure to see if the villains in your campaign are too powerful or do not provide enough danger is just measuring the effort the PCs put out to defeat a villain and the number of times they do defeat the same villain. If the PCs are defeating "Mr. Evil" too often without even breaking a sweat, you might want to consider upping up the danger and difficulty. 3)Threat: Different from Danger, but commonly misinterpreted for one another. Threat is the interpretation of the danger that a villain posses, such a man eating shark being dangerous but not very threatening if you are on land. For a villain to be a villain they must also pose a threat. They can not just be a dangerous villain and just hide in their little hole doing nothing at all. Threats can be big such as world ending or small affecting one person. But then again, threat, is all about perception, for example a villain with a weapon of mass destruction can be just as threatening as one who has the loved one of one of the PC as hostage. 4)Personality: One dimensional characters are boring. So are one dimensional villains. Most exciting stories and people are not simple, and neither should "evil" or your villains. Create a background and history for your villain; where do they live? Do they have a life besides being just a villain? What do they do when they are not committing evil acts? This is not only for your PCs but for you as the DM/GM it allows you to slip into the mentality and mind of your villain and what they think and do, and how they act and re-act. "Do they feel guilty about what they do? Do they steal money because of an obsession or sheer boredom? Do they inflict pain on others because they can or because they were beaten as a child?" Why are they a villain? and what makes them one? 5)Balance: Just as not all PCs are totally good not all villains are totally bad. Villains are just PCs in reverse who believe in a different idea of what is "right and wrong". A good idea to gauge the balance of a villain is put them in a situation and imagine what they would do? What if after a battle with the PCs, your villain hears the crying and screams of children beneath a building knocked down during the fighting. How would your villain react? Would they feel guilty? How would they react if it was the PCs fault that the building collapsed instead? Who is around and watching? Do they save the children or not? What to Avoid: Simplicity and Repetition There is a difference between a bad guy and villain. Some bad guys maybe villains, but not the villains that your group of LVL.5 PCs are looking for. There are criminals and true blue villains, and the difference between them can be boiled down to the "simplicity and repetition" of their confrontations with the PCs. A bad guy being someone your everyday police and city guards will deal with, because they do it everyday, while a villain being something completely different. Try to avoid the whole, "Figure out there is evil afoot, find evil, fight evil, defeat evil, then rinse and repeat." Realism and Plausibility There is always a place for some form or realism and plausibility within any story, movie, tv show, and PnP adventure. Sort of... Many players complain about the abilities of villains as not being "realistic", when expecting realism in a this kind of game world and medium is generally unrealistic in and of itself. Such as a PC complaining of a villain instantly neutralizing a PC with one hit as "unrealistic" when they themselves just killed 6 enemies with a single attack, while their magic friend shoots lightning from his finger tips, or when a villain has already robbed 37 banks and killed 124,459 people and have no one after them, but when the PCs steal a item from a store and the whole city is against them. When in actuality what players are looking for is plausibility. That although your villain has a upper advantage that actually "makes them a villain", they are also plausible and make a certain amount of sense as to why they are like that. Players what world that although are not realistic, do make sense. And one way is adding real life "laws" and "actions and reactions" to the actions and reaction of the villain and PCs. The addition of real life laws, actions and reactions to PC and villain actions make the world plausible no matter how unrealistic it may seem. 1)Looks over Substance: An evil looking good guy will be treated as a bad guy ,and a honorable looking bad guy will be treated as good guy at first, if neither has established themselves as what they truly are through actions, deeds, and words. Good guys aren't good guys until they do something good and bad guys are not bad until they do something bad. For example, a monstrous good guy having civilians and on lookers run away from him, resist his help, choose to fight him themselves, or be frightened by his appearance. Even after being established as a good guy , some may still fear, don't trust, or be wary of the hero and choose to believe any rumors of evil deeds the hero may have done if they have not met them or heard of him before. This also works for villains as well. Let's have a beautiful villain instead, who is less likely to invoke fear even though she is a murderous devil. She realizes this and uses this to her advantage and manipulates, charms, and influences others to her own agenda. And if found out, it will be easier to convince the local people that they are mistaken of that she is "sorry" for what she is has done and swears to "turn over a new leaf", with tears in her eyes. Or even convince them that it was all actually the monstrous looking good guy instead. It is human nature and logic, that we judge a book by it's cover and we know that better, but if a innocent looking 23 year old girl wearing a sundress and a 35 year old man in a spiked leather outfit approach you, who would you rather believe mugged that 60 year old grandma? 2)The Human Spirit No matter how alien, foreign or different a character or villain maybe, the human spirit still presides within them. This human element can help build memorable villains, epic adventures and include that sense of realism and plausibility. We all recognize fear, love, hatred, doubt, guilt, anxiety, honor, bravery, self-sacrifice, joy, laughter, pain, hopelessness, and misery. And the GM/DM should use the existence of these things and incorporate them within their story, characters, quests, and villains. No matter how powerful or implausible a character or villain is, if they still suffer and experience from the same emotions and things as ordinary folk, them become that much more real and memorable. Develop the joy, loves, fears, hates, weaknesses, strengths, of your characters and villains. It adds that human spirit. 3)Following the Path of Logic To keep this simple, imagine yourself as a regular person of ordinary inhabitant in your PnP world. And then imagine how you would react to all the crazy stuff that goes down in certain situations and act accordingly. Such as the mayors actions when he finally confronts a group of masked "heroes" who stopped a "super villain" but caused millions of dollars of property damage along the way. Or the actions of a city guard investigating unusual sounds from a closed local shop at night, to see a group consisting of a giant orc in ornate steel plate armor, an elf wearing skin tight black leather, and a human wizard wearing fiery red robes. This also should work against or in favor of the villains as well. With their presence and action creating the appropriate responses and reactions that a logical person would do at that moment in time. A good rule to follow is Newton's Law: "For every action, there is an equal and opposite reaction." There is a lot more information, and things to consider. I have very much summarized, but I hope this helps you or anyone making a villains but the last parts apply to villain, hero, NPC, and PC alike. Good Luck, and remember to have fun.
One thing I'll add is are you building your group adventure a round a certain villain? Or are you just having them "go adventure" each week? Because having a single goal or end game will help you focus each time on what types of people they run into even if you plan on running the story for a few years. Mangas are a great example of this. Some have gone on for 8-10+ years still working towards a main objective or villain. If you are looking for something shorter the same principal still works. Make it a 4-6 month villain/goal arch so you always know what you are working towards. Having this fixed in your mind will help focus your creative thoughts. This along with the other great ideas people have mentioned will help you grow. Richard - "Remember to have fun" is the BEST advice :)
somethings the above not mentioned. warnings omens and premonitions: the best way to make others remember a vilian is to have them do their homework before facing him. maybe a dream hinted the protagonist, there is a prophecy for him, role play on gathering information on the opponet and make them make a plan to beat him, A seer is getting an uneasy feeling for some reason... or they know exactly what they are up angainst and they need to come with a plan or face death. Especially if they met him in battle before they should know what he is capable off. expiration date: all rpg encounters and vilians have to come to an end, decide before hand when the expiration is and have a final showdown with him. Is a good idea to have all the details worked out from the start and if you choose the mastermind type give hints over time (have him make slip ups) that could hint the others he is not what he appears to be. A perfect vilian with no mistakes will never get caught in the first place. So make sure there is that weakness for others to exploit. And also ... think why that person would gamble everything on a last stand? how did the protagonist trap him or make him go in an all in and gamble? Things to add: motivation, a vilian is a person it has a drive, something he seeks, while an entire background is not needed (you dont have to think 10000years of a lifetime for a demilich eg and I doubt the lich herself remembers 10000years anyway) but it has a goal something he needs to accomplish, and somehow the heroes get in the way, they want to stop him or help him maybe both. Motivation runs both ways to have an interaction both the vilian and the heroes need a motive. The demilich in the tomp of horrors eg has a clear motive gather souls. Or he/she can have no motive eg once I made a vilian that just run away from home. I call her a vilian because she was brought up to be such an upright person that thought everyone was beneeth her. (Zero de luise from the familiar of zero, zero no tsukaima, is a nice example of that) Alliances: who are helping him and why? did he cast a dominate person on the king? (Lord of the rings style) or something even more insidious... Is that the king? or is it something he made to replace him? What is the vilians place in the society? (robin hood can be also concidered a vilian if you see it from the king's prespective) How far will his alliances or contacts endanger themselves for him? Rendemption: is that possible? How far can we forgive? and is it even a good idea to get rid of the vilian? Dragonlance goddess takhisis is an example of a vilian of that kind. killing her meant that the prominent god of light also had to step down from his godhood to keep the balance in the world. Maybe the vilian can be redeemed, he wanted to save the world but ended up destroying it. Zero in Lelounch the rebelion is a good example of that, as well as his archnemesis the guy piloting lancelot. Also lord Soth from dragonlance is a nice example. Maybe the vilian surrenders when he is out of tricks.... what will the protagonists do? Can they kill him in cold blood? (thats a really nasty thig to do especially if he had killed a couple of people close to the protagonists, he gives them hell and when he looses the upper hand "I give up you won ":P) Benefits: Maybe allying yourself with that vilian affords benefits, even better the protagonists might benefit from him so going angainst him/her could mean double crossing him/her. The peseants eg benefitted from robin's hood thievery, maybe he hired the protagonists for something, or busted them out of jail or another sticky situation. And if he is any good with people he rewards service and rewards it well. Appearences: what does he claim to be? Is he open about what he does ? does he admit his devilry like zero's father? Or does he lie to everyone like zero? does he desguise himself with the mantle of justice or he appeals to the law of the jungle? Remember noone in real life walks around with a sign over himself saying EVIL VILIAN PLEASE KILL ME NAW! Evil's strongest weapon is to appear good.... or so the Cristians say and Adolf Hitler as well (his whole nation thought he was a saviour). To be open about being evil requires a distinct advantage over the others... I can say that the best are on top and the strongest should rule cause I am Konan the barbarian that is now the king and whoever disagrees I slay or imprison. In all I can afford to say I am evil cause you can do nothing for it. Maybe the protagonists are the rebels trying to end the tyrany. Ethics: and yes even vilians have those like every human being... Maybe he admires strength and given the chance will spare the protagonist if he showed promise in battle. Maybe he even longs for death, he became imortal by accident but ... at the cost of a loved one feeling guilt and remorse. (everman in dragonlance) . Is he egoistic ? focusing on himself and uses others as resourses expecting others to do the same? or is he altruistic projecting his wishes to others and forcing his will on them expecting to be admired rewarded and recognized on top? Does he want recognition or self satisfaction? The world after the vilian: The vilian was the king... or the king was his puppet. Getting rid of him leads to a civil war as lots of people want the empty throne? Maybe other nations want a piece of the action? (eg getting rid of the king of bagdad in Magi the labyrinth of magic) The heroes failed and the demilich accended to godhood, astral disturbances go around the planes as the balance of powers swifts ? Maybe they were tricked and killing the vilian in the room with the pentagram was enough sacrifice to cause the apocalypse? The vilian was not the true evil power, someone was manipulating him from behind the curtains like Asmodeus was manipulating the Sharess in nwn and killing the vilian... is the worse option? He carries the greygem you kill him.... the god of chaos gets loose in the world (Everman from dragonlance again). Dont forget that in an RPG the vilian is the character the gamemaster plays, though you can bend the rules since you are the storyteller, I think that bending them is low.
John "No Skype" T. said: I am five months in to my worst case of writer's block ever. Please help. I need villain ideas! On the assumption that this a quasi-medieval fantasy setting, I think it sometimes helps if you've fleshed out your campaign's political and economic structure. Opposing nations might send spies, saboteurs and government sponsored pirates (Privateers.) and these can be discovered and stopped by the players. Or think of the Song of Ice and Fire, The cool trick that Martin pulled off in those stories is that all the factional and family infighting in Westeros was so central to the story that the magical elements barely matter. Only very gradually do they became important. You could take the White Walkers, dragons and foreign sorcerers away still have a huge set of conflicts, betrayals, skullduggery and angst to resolve. That's all politics and it generates a huge set of villains and heroes. You can get a lot of juice out of centuries long feuds. Or imagine your campaign as one where the feudal system of knights is slowly fading in favor of the rise of professional armies and the merchant classes. Imagine a coming war in such a world. One side is tradition bound and still using knights, the other country is moving towards something like Renaissance Italy..