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General Tabletop Discussion
*TTRPGs General
Module-writing: the proper ingredients
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<blockquote data-quote="KidSnide" data-source="post: 5182362" data-attributes="member: 54710"><p>To me a memorable villain needs to have four elements:</p><p></p><p>* Engaging Personality - As a GM, I should be inspired to play a good villain to the hilt. A module writer needs to give the GM a good shtick to play with so your players remember the character.</p><p></p><p>* Plan - A good villain needs to have a plan, and that plan needs to be relevant to the module. A well thought out nemesis doesn't just sit there in his tower waiting for adventurers to come face him - they should be active pursuing a scheme. Even if the PCs aren't there to disrupt this particular scheme, they should be able to see the evidence of the villians dynamism as they track him down or explore his layer. (OK - exceptions for certain undead beings better left undisturbed... but even those should come after the PCs once disturbed.) </p><p></p><p>* PC Interactions - A good villain interacts with the PCs before the final battle. Closely related to the above point, the PCs need to know the villain before they kill them. This doesn't mean that a villain needs to fight the PCs and escape several times (although that's OK). The PCs can interact with the villain through well thought-out lackeys, magical communications, or just by seeing what the villain does. </p><p></p><p>* Mechanics - If the module is intended to end with a big fight against the BBG, then it's important that the fight not suck. You don't need a huge set of special rules (although they can be nice), but the fight against the BBG should be distinct and different -- not just the hardest example of a bunch otherwise similar fights. Of course, if the villain does use special rules, it's really important that they be well playtested.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5182362, member: 54710"] To me a memorable villain needs to have four elements: * Engaging Personality - As a GM, I should be inspired to play a good villain to the hilt. A module writer needs to give the GM a good shtick to play with so your players remember the character. * Plan - A good villain needs to have a plan, and that plan needs to be relevant to the module. A well thought out nemesis doesn't just sit there in his tower waiting for adventurers to come face him - they should be active pursuing a scheme. Even if the PCs aren't there to disrupt this particular scheme, they should be able to see the evidence of the villians dynamism as they track him down or explore his layer. (OK - exceptions for certain undead beings better left undisturbed... but even those should come after the PCs once disturbed.) * PC Interactions - A good villain interacts with the PCs before the final battle. Closely related to the above point, the PCs need to know the villain before they kill them. This doesn't mean that a villain needs to fight the PCs and escape several times (although that's OK). The PCs can interact with the villain through well thought-out lackeys, magical communications, or just by seeing what the villain does. * Mechanics - If the module is intended to end with a big fight against the BBG, then it's important that the fight not suck. You don't need a huge set of special rules (although they can be nice), but the fight against the BBG should be distinct and different -- not just the hardest example of a bunch otherwise similar fights. Of course, if the villain does use special rules, it's really important that they be well playtested. -KS [/QUOTE]
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