A lot of digital ink has been spilled over the last couple days about villains (villain races in particular) and I though we should talk about how to create strong, complex villains regardless of what species or alignment they are. After al, a good villain can elevate a decent adventure to GREAT. Plus, a good villain give the GM someone to "play" as satisfyingly as a GMPC.
The first and most important aspect of any villain (any character, really) is motivation. What does the villain want, and how do they plan to get it? If you, as GM, know these things, you hardly need prep anything else. As soon as the heroes get involved and get in the way of the villain (intentionally or by accident) the villain is going to respond. With a well realized motivation, goal and set of resources, what follows should flow naturally and easily.
So what does a villain want? Maybe they want money. okay. Why? Money is not an end unto itself, it is a means for some other goal. Do they want to buy their way into high society? Do they want to use wealth to control politics? Is it just a salve for a destitute upbringing? Maybe they want to build the Ultimate Weapon or fund a great army, and that costs money. Now, how is the villain aiming to get that money? Are they robbing banks, museums and private collections? Or do they have a long con in mind? Maybe they have decided to hire a bunch of adventurers to kill and dragon and then plan to betray them after the fight when they are spent, and steal the hoard for themselves. In any case, knowing these things means the GM is in a position to portray the villain consistently and with intention.
What kinds of motivations and goals do you give your villains? What is your favorite villain you have used, or fought against, in a game? Do you design the adventure around the villain, or vice versa? What's your ultimate example of a great villain, from any medium, and how would you implement them in D&D?
The first and most important aspect of any villain (any character, really) is motivation. What does the villain want, and how do they plan to get it? If you, as GM, know these things, you hardly need prep anything else. As soon as the heroes get involved and get in the way of the villain (intentionally or by accident) the villain is going to respond. With a well realized motivation, goal and set of resources, what follows should flow naturally and easily.
So what does a villain want? Maybe they want money. okay. Why? Money is not an end unto itself, it is a means for some other goal. Do they want to buy their way into high society? Do they want to use wealth to control politics? Is it just a salve for a destitute upbringing? Maybe they want to build the Ultimate Weapon or fund a great army, and that costs money. Now, how is the villain aiming to get that money? Are they robbing banks, museums and private collections? Or do they have a long con in mind? Maybe they have decided to hire a bunch of adventurers to kill and dragon and then plan to betray them after the fight when they are spent, and steal the hoard for themselves. In any case, knowing these things means the GM is in a position to portray the villain consistently and with intention.
What kinds of motivations and goals do you give your villains? What is your favorite villain you have used, or fought against, in a game? Do you design the adventure around the villain, or vice versa? What's your ultimate example of a great villain, from any medium, and how would you implement them in D&D?