Busting villain block: Ideas?

  • Thread starter Thread starter Ry
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Ry

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Hi again; I've got my basic villain generator together, so I've decided to move on to a second generator. This second generator is to defeat "villain block" - you know, that feeling when you have a villain but it just doesn't have enough pizzaz.

So what do you do to flesh out your existing villains, when you really don't feel like you have enough to go on? My first idea was to give the villain...

1. A new, special henchman / sub-villain

I'll probably make a whole new traits table just for the sub-villain, with twists taken from my villains list as well as new ones like "Unbearably stupid" and "Hates his boss"

2. A family connection

Here, we'll have a quick d20 table for the family in question; the DM can pick what kind of relationship it is (father, daughter, etc.) and the list will have twists like 'The Many' (large family, not just one) and "White Sheep" (a good guy relative for the villain).

But what other things do you do to bust villain block? Are any amenable to the short table method I'm working on here? What do you do to make your villains memorable and flavorful?
 

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rycanada said:
But what other things do you do to bust villain block? Are any amenable to the short table method I'm working on here? What do you do to make your villains memorable and flavorful?

One thing that works sometimes is a signature item of some sort. If your villain always uses a Staff of the Python or Sphere of Annihilation then he's going to be memorable. I don't know how well that lends itself to your formula though.

Also, some kind of calling card that he always leaves in his wake. Putting the heads of his enemies on pikes, reanimating all their corpses as undead or cutting off the index finger of each person's right hand would all make a lasting impression.

And then there's always the "physical deformity" angle. I was just noticing from watching some Disney movies with my 3 year old, "Nobody with a missing limb or eye is ever a good guy."

Hope those help.
 

Villians fall into groups: Masterminds, thugs, heros, creeps, monsters, and the mad.

Masterminds are the thinkers, thugs are just that, heros are those guys that you like but are against you that are not bad really, creeps are your nasty sickos, monsters are beast, and the mad are those that do what they do because of madness. You can use mix and match as you feel.

Masterminds have thugs working for them and a lab.
Thugs have weapons
Heros have a "cape and mask" gimmick
Creeps have a image and feel about them
Monsters have a lair
The Mad have a madness and a method to it

This is very simple template but I hope it helps out.
 


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