Nightfall
Sage of the Scarred Lands
Thomas Percy said:What a discovery! Villains need a motivation.![]()
Sure they do. Some of them are down right bipolar!

Thomas Percy said:What a discovery! Villains need a motivation.![]()
Thomas Percy said:What a discovery! Villains need a motivation.![]()
Lord Zardoz said:As a player, I would be more pissed off at the villain who wont stay dead then the villain who legitimately escapes. The trick is to avoid denying the players victory when you do this. It is one thing to have the villain disappear every time you show up. Its another for him to have to bugger off and escape because the players have completely derailed any evil plan that the villain may have had.
Then again, I am a DM more often than a player. I could be wrong.
When a villain loses a climactic fight, he should suffer some obvious setback that sticks around for a while. The loss of key henchmen or magic items is a good place to start. Also, the players should have a reasonable chance to circumvent the escape route. If the escape hinged on using the fly spell, and another player bags him with a Net, then things get dicey.
I try to run fights so that the players always have a legitimate chance of losing. The same must apply to your villains. If all your going to do is have your bad guy teleport into the campsite, throw a few fireballs, and teleport away, then you should not run that fight.
END COMMUNICATION
Priest_Sidran said:I have always found that the best villain is the villain that the players don't yet know about, or perhaps they even think he's their friend.