D&D General In D&D, the Big Bad is the Main Character

DMrichard

Explorer
This far into the life of Dungeons & Dragons, many people understand the player characters are important to the game. Without them and their antics, the game dies. However, they're not the most important characters. They are not even the main characters. The player characters may be the protagonists, but they are reacting to someone else's plots; they are the antagonists in someone else's story: the big bad.

Shocking, right? I may have just scorched the outlooks of a few people. Give it a ponder, though. It's true.
  1. The big bad is the center of the plot.
  2. The big bad regularly interacts with other characters, both PCs and NPCs.
  3. The big bad is the most important and influential individual in the campaign or adventure.
  4. The big bad's actions provide the impetus for the player characters' reactions.
In most D&D games, the big bad is the main character. They can make or break an entire game. Thus, like every great character, they need serious thought put into them. To explore this, let's analyze one of my most treasured villains...with a twist. This big bad, despite me checking every box, failed.

Meet Lazarus the Glutton.

Read the rest here: In D&D, the Big Bad is the Main Character
 

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Oofta

Legend
I rarely have a single big bad. I don't do apocalyptic campaigns because I never guarantee that the PCs will win and I typically run campaigns from levels 1-20. In addition, I don't ever really have an overall campaign arc in mind, I have a world and various forces trying to shape that world according to their will. So sometimes I'll have a single BBEG, but it's far more likely I'll have multiple along with low-and-mid level bad guys (or organizations) that may or may not be associated with the primary BBEG. In my current campaign I've had 4 major sources of opposition. I think. It's been a long campaign. In another campaign there simply is no big bad. There are hints of a major catastrophic event coming but there's not really as simple as a big bad and there's plenty of other things in the region for the group to get involved with.

In addition, I run a very player-oriented campaign. The players always decide what plot hooks to follow or not, if a potential big bad doesn't peak their interest either the plans the big bad still happen or they just kind of fades into the background like Homer Simpson backing into the hedge.

I know my style may be different from others, it's certainly different from most modules. But there are many different styles of play from dungeon crawls to save the world from the latest megalomaniac who may happen to be a minor deity.
 

aco175

Legend
Kind of looking at this from a Star Wars point of view since it was the first thing I thought. Was Darth Vader the main character, or was it Luke, Leia, and Han? Would the main thread point be that the Emperor is the main character instead and that the fact that he was not really around for most of the first two movies not important? He is the BBEG holding the 3 movies together.

I'm kind of thinking that the main characters are Luke and them and that the story of Vader and the Emperor pushes the story. They could also be main characters, but it seems that the scenes of the movies are tied to the 'good' guys and the scenes with Vader or the Emperor are used to fill in for the viewer.
 


Umbran

Mod Squad
Staff member
This is pretty much why we have the words 'antagonist' and 'protagonist'.

Yeah. The term "main character" is not well-defined. But when it is defined, it isn't about power, or "importance" to the setting of the piece. It is about focus.

Most of what the BBEG does happens off screen. We are left to infer most of their actions and interactions. Instead our "camera eye" is on the PCs, so they are the main characters of the piece.
 


payn

He'll flip ya...Flip ya for real...
I've moved into factional play rather than relying on big bads or single characters. It makes the game play a lot more pliable and takes the weight off a single character (PC and NPC alike). YMMV.
 

Stormonu

Legend
Kind of looking at this from a Star Wars point of view since it was the first thing I thought. Was Darth Vader the main character, or was it Luke, Leia, and Han? Would the main thread point be that the Emperor is the main character instead and that the fact that he was not really around for most of the first two movies not important? He is the BBEG holding the 3 movies together.

I'm kind of thinking that the main characters are Luke and them and that the story of Vader and the Emperor pushes the story. They could also be main characters, but it seems that the scenes of the movies are tied to the 'good' guys and the scenes with Vader or the Emperor are used to fill in for the viewer.
Star Wars is all about R2. If it wasn't for him, every one of the "main" characters would be dead.
 


Tonguez

A suffusion of yellow
Kind of looking at this from a Star Wars point of view since it was the first thing I thought. Was Darth Vader the main character, or was it Luke, Leia, and Han? Would the main thread point be that the Emperor is the main character instead and that the fact that he was not really around for most of the first two movies not important? He is the BBEG holding the 3 movies together.

I'm kind of thinking that the main characters are Luke and them and that the story of Vader and the Emperor pushes the story. They could also be main characters, but it seems that the scenes of the movies are tied to the 'good' guys and the scenes with Vader or the Emperor are used to fill in for the viewer.

Star Wars was clearly the angst and redemption of Anakin Skywalker which he found in his dog/droid R2.

but this is largely why I like the concept of Fronts as used in Dungeon World to define Campaign and Adventure dangers, portents, stakes and moves. They keep things focussed on PC reactions while allowing the world to be active and moving without the DM having to plot out a BBEG story.
 
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Golden Bee

Villager
All of your initial criteria might be true, but none of them define a main character.

The main character of a story is often the one with the most screen time. But they are defined by the fact that they change in reaction to the world. (Or if they don’t, they are tragic protagonists, like Don Quixote.)

You’ve found four traits defining an antagonist.

But there are plenty of memorable bad guys that don’t meet all your criteria.

1. Sometimes Buffy villains were the center of the plot, sometimes not.
2. Sauron and Frodo never come face-to-face.
3. In Captain America: Civil War, Baron Zemo isn’t important, merely influential.
4. In The Incredibles, Mr. Incredible acts first, with Buddy reacting to him.

Your article makes good points that the villain should relate to the players, but I don’t think there’s any villain strong enough to keep a campaign together.
 
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Whizbang Dustyboots

Gnometown Hero
Although this is an interesting lens to view games, I'm going to have to disagree with the premise.

To take a famous example, Critical Role is about the player characters, in part because DM Matt Mercer often doesn't know where a campaign is going when it starts. Campaign 2, the Mighty Nein, for instance, developed a BBEG in the last 25% of the game (as I recall) after all the other threads had been largely wrapped up but everyone was clearly interested in still playing.

I suspect many campaigns develop organically this way.

Even if a campaign is more tightly plotted from the beginning -- and the gods laugh at DM plans of this sort -- the BBEG is rarely a point of view character. They may be the plot engine, but that doesn't make them the main character, any more than the Death Star is the main character of Star Wars.
 

The OP is the opposite of true.

There is no particular reason why a D&D campaign needs to have a "big bad" at all, but even if it does, the game is about the players, not the DM. The OP seems to be suggesting that the DM pushes their own character into the spotlight, relegating the players to supporting roles. A "Big Bad" is a DMPC. It's important for the DM to avoid their characters hogging the limelight. And that might require making villains less interesting.
 

NotAYakk

Legend
The OP is the opposite of true.

There is no particular reason why a D&D campaign needs to have a "big bad" at all, but even if it does, the game is about the players, not the DM. The OP seems to be suggesting that the DM pushes their own character into the spotlight, relegating the players to supporting roles. A "Big Bad" is a DMPC. It's important for the DM to avoid their characters hogging the limelight. And that might require making villains less interesting.
If a DM wants to have a "plot" and doesn't want to railroad, the DM has no direct control over the actions of the PCs.

But the DM legitimately has control over the BBEG's plans. They can even arrange for certain things to happen, like the BBEG makes a particular mistake, without taking away anyone's agency.

The BBEG doesn't have to be in the spotlight for this to happen. But if the BBEG is driving the narrative - if they are the protagonist - the DM has control over that part of the story. And the DM can arrange is to that if the PCs don't get involved, the story will be a sensible and interesting one.

In this framework, the PCs act as antagonists. Their actions are to oppose the story the DM has crafted with the BBEG as the protagonist pushing a certain story outcome. Their success shouldn't be given -- heck, even their participation shouldn't be given -- but neither should it be barred.

The camera - the spotlight - can remain on the PCs. But the driving factor in the plot can be the actions of the BBEG.

This is a very common trope in superhero fiction. The avengers assemble in response to a problem - the active instigator is the BBEG, even if the heroes don't know it.

This isn't the only way to play D&D. But it isn't "the BBEG has the spotlight and the players are supporting roles" strawman.
 

If a DM wants to have a "plot" and doesn't want to railroad, the DM has no direct control over the actions of the PCs.

But the DM legitimately has control over the BBEG's plans. They can even arrange for certain things to happen, like the BBEG makes a particular mistake, without taking away anyone's agency.

The BBEG doesn't have to be in the spotlight for this to happen. But if the BBEG is driving the narrative - if they are the protagonist - the DM has control over that part of the story. And the DM can arrange is to that if the PCs don't get involved, the story will be a sensible and interesting one.

In this framework, the PCs act as antagonists. Their actions are to oppose the story the DM has crafted with the BBEG as the protagonist pushing a certain story outcome. Their success shouldn't be given -- heck, even their participation shouldn't be given -- but neither should it be barred.

The camera - the spotlight - can remain on the PCs. But the driving factor in the plot can be the actions of the BBEG.

This is a very common trope in superhero fiction. The avengers assemble in response to a problem - the active instigator is the BBEG, even if the heroes don't know it.

This isn't the only way to play D&D. But it isn't "the BBEG has the spotlight and the players are supporting roles" strawman.
When, exactly, is your DMPC making their moves, if they are not interacting with the PCs (something, which I will point out, the OP assumes will happen regularly)? You seem to be suggesting that the DM spends as much, or more, time playing with themselves than they do with the players.
 

Oofta

Legend
When, exactly, is your DMPC making their moves, if they are not interacting with the PCs (something, which I will point out, the OP assumes will happen regularly)? You seem to be suggesting that the DM spends as much, or more, time playing with themselves than they do with the players.

In my campaigns, things can happen off screen. For that matter, things may happen that don't involve the PCs at all. I have a living world in an ongoing campaign so occasionally I'll ponder what's happening over in this section of the world that was impacted by the previous campaigns. What are the ripple effects of previous campaign lore and conclusions or ripple effects of the current campaign?

It may never have any impact other than some DM notes that I keep, or it may give me an option for a future campaign where people can go "That's right, we heard something about [fill in the blank] but never did anything about it!" A lot of times these unfollowed subplots will just kind of fade away like memories of a dream, but other times they can inspire new, cool stories. Leaving some threads dangling at the end of a campaign can lead to interesting threads to pick up in the next, by a new group of heroes.

Not sure that makes the BBEG the main character, but they can still be a character.
 

NotAYakk

Legend
When, exactly, is your DMPC making their moves, if they are not interacting with the PCs (something, which I will point out, the OP assumes will happen regularly)? You seem to be suggesting that the DM spends as much, or more, time playing with themselves than they do with the players.
Yes, they can be making their moves when they are not interacting with the PCs?

Are you saying that DMs spending prep time away from a table is unexpected?

If we steal a page from Dungeon World with its Fronts/Dangers/Dooms, we can even give it a mechanical framework if that helps. But it isn't needed.


You make a Front (a problem or issue in the world), and populate it with a few Dangers. The Front is an organizational method more than anything - a clumping of related Dangers, and a way to say "I want this problem to have more than a single line of events".

Each of these Dangers have Grim Portents and a Doom. The "Doom" is what happens if the Danger isn't confronted. The Grim Portents are the things that can happen along the way, and in a sense expose the Danger to the world (the steps along the way, the side effects, etc).

The Dangers are in a sense Protagonists, as they are modifying the story and the world. The PCs play antagonists, foiling the "plans" of the Dangers.

And while the names are negative, they don't have to be.

Crownless King of the Dwarves is a Danger. He's trying to retake his ancestral home.

The Doom is an all-out assault by his clan, which leads to the destruction of the people.

Grim Portents could be an initial heroic victory (giving him higher status), a gathering of the clans (legitimacy), a migration (maybe a war or battle with someone who doesn't want a dwarven army moving through their territory?), the retaking of some outer fort (which could be disasterous), then the doom (leading to the fall of the Dwarven nation, as too much strength was sapped by the failed endevour).

Meanwhile, we could have some dark necromancer using that same ancestral home to do something awful as a 2nd danger. A gate to the afterlife, so they can get their lover back? With horrible consequences or costs along the way. Are they using the dwarves as a distraction? Are they in cahoots with the powers that currently hold the ancestral homelands?

Maybe the powers in the ancestral homelands are another danger - but only if they are up to something.

We could add in a meddling 3rd party; say, the ones that will take advantage of the dwarven weakness if they wipe themselves out.

You can sketch this out with dooms and portents, and then have it go on in the background. PCs can interact with it or not, depending on if they care. And you could have a few different fronts active.

In this sense, the protagonists in the worlds constructed story become the BBEG/NPCs. The players can mess with it, or become movers and shakers themselves -- but the DM can't assume what the players are going to do next. So you sketch your plot assuming they don't do anything, and leave opportunities for PCs to do stuff about it.

The spotlight remains on the players. Table time is taken up by what they are doing.
 

Yes, they can be making their moves when they are not interacting with the PCs?
Doesn't the DM need to be concentrating on what the PCs are doing, not playing a little game on their own?

And if they are not interacting with the players, how are they characters at all? How does it differ from "the DM decides some stuff happens"?
Are you saying that DMs spending prep time away from a table is unexpected?
If it involves the DM playing D&D by themselves it is.
 

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