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<blockquote data-quote="Dannyalcatraz" data-source="post: 4358600" data-attributes="member: 19675"><p>There is nothing a GM can do for his campaign and the gamers in it that is better than giving them a really good, memorable villain for them to test their mettle against.</p><p></p><p>This thread is for sharing some of the lessons learned on how to design and run truly memorable villains.</p><p></p><p><strong>1) Flesh them out. </strong> Just like people in the RW, giving a villain a fully rounded personality makes them that much more fun to battle against.</p><p></p><p>Sometimes, that's as simple as giving them hobbies. A serial killer who builds ships in a bottle could seriously creep your players out. Especially if the hobby somehow relates to his evil...</p><p></p><p>For "Master Class" level BBEG design, though, you might want to do more.</p><p></p><p>A well known African dictator first gained international attention when he liberated his people from white-minority oppression. He really was a hero to his people before absolute power corrupted him, transforming him into one of the modern world's most despised leaders.</p><p></p><p>Depending upon where in the timeline you base your design, a BBEG based on such a model presents the PCs with the challenge of taking down someone who could be considered a national hero.</p><p></p><p><strong>2) Play them intelligently. </strong> A BBEG rarely rises to the top by being stupid, unless their rule is based on sheer power and brutality. Why should they fight to the death when they have minions to do that for them? Most BBEGs should have a number of preplanned escape routes.</p><p></p><p>Furthermore, the most powerful of them should have some kind of mundane and/or supernatural intelligence gathering capabilities. By the time the PCs finally meet the BBEG in a battle, he should have some kind of idea as to whom he's fighting. If they've encountered him several times, he should know them almost as well as he knows himself or his minions..and should be prepared for their tactics.</p><p><strong></strong></p><p><strong>3) Give them a schtick.</strong> Make your BBEG do something, directly or indirectly, that lets the PCs identify him- a signature, a modus operandi. Its no fun for your BBEG to have all of his machinations going on when your players can't see that<em> he's </em>the driving force and move to stop him. Maybe he has a calling card. Perhaps he is obsessive about a particular lost culture and their magic and artifacts. Perhaps its as simple as a love for using force spells, or always using a Jovar for killing someone.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4358600, member: 19675"] There is nothing a GM can do for his campaign and the gamers in it that is better than giving them a really good, memorable villain for them to test their mettle against. This thread is for sharing some of the lessons learned on how to design and run truly memorable villains. [B]1) Flesh them out. [/B] Just like people in the RW, giving a villain a fully rounded personality makes them that much more fun to battle against. Sometimes, that's as simple as giving them hobbies. A serial killer who builds ships in a bottle could seriously creep your players out. Especially if the hobby somehow relates to his evil... For "Master Class" level BBEG design, though, you might want to do more. A well known African dictator first gained international attention when he liberated his people from white-minority oppression. He really was a hero to his people before absolute power corrupted him, transforming him into one of the modern world's most despised leaders. Depending upon where in the timeline you base your design, a BBEG based on such a model presents the PCs with the challenge of taking down someone who could be considered a national hero. [B]2) Play them intelligently. [/B] A BBEG rarely rises to the top by being stupid, unless their rule is based on sheer power and brutality. Why should they fight to the death when they have minions to do that for them? Most BBEGs should have a number of preplanned escape routes. Furthermore, the most powerful of them should have some kind of mundane and/or supernatural intelligence gathering capabilities. By the time the PCs finally meet the BBEG in a battle, he should have some kind of idea as to whom he's fighting. If they've encountered him several times, he should know them almost as well as he knows himself or his minions..and should be prepared for their tactics. [B] 3) Give them a schtick.[/B] Make your BBEG do something, directly or indirectly, that lets the PCs identify him- a signature, a modus operandi. Its no fun for your BBEG to have all of his machinations going on when your players can't see that[I] he's [/I]the driving force and move to stop him. Maybe he has a calling card. Perhaps he is obsessive about a particular lost culture and their magic and artifacts. Perhaps its as simple as a love for using force spells, or always using a Jovar for killing someone. [/QUOTE]
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