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REVIEW: Villain's Design Handbook (Kenzer)
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<blockquote data-quote="Orclicker" data-source="post: 327212" data-attributes="member: 981"><p>The true core of the VDH are the first five chapters which give advice on designing a villain, they are:</p><p></p><p>Chapter 1: Stereotypes and Beyond</p><p>This secion covers the mere basics that help a DM focus on what they want for a villain, the concepts do range form the obvious to the sublime because we didn't know how experienced the reader would be (so there is a bit of remeidial DMing involved).</p><p></p><p>Chapter 2: Archetypes</p><p>This is the true core of the book and begins to focus on the motivations and objectives that the villain has. Each of the archetypes represents a driving force behind the villain, and each of the subtypes represents how that driving force is expressed. There are also a few personality profiles that show diferent twists that can be used to personalize the villain. This is the real heart of the book.</p><p></p><p>Chapter 3: Inside the Mind of a Killer</p><p>This chapter deals with the psychology of the villain. Now that the villain has an archetype this section helps the DM focus the villain's goals, dreams, and obsessions</p><p></p><p>Chapter 4: Where Monsters Dwell</p><p>This section gives ideas on where to place your villain for best effect. This can really enhance your villain.</p><p></p><p>Chapter 5: The Head of the Serpent</p><p>This section details villainous orginizations and the villains henchmen. Also includes ideas on how to create (and when to abandon) levels of intrigue.</p><p></p><p>So at the end of these chapters a DM should have an interesting and believable villain with detailed history, goals, and movites. The villain will also have a home (fortress, lair, etc.) and appropriate henchmen. This is the true goal of the book and I think that it accomplishes this goal. The remaining chapters add crunchy bits (which for some reason every d20 book has to have if it is to sell). These chapters are useful for maintaining power balance in the game (no matter how balanced or munchkinized your game is) however most of the apparently overpowered maneuvers are not really that powerful because it is so hard to actually use them.</p><p></p><p>I know that there are probably a number of errors and goofs, but I think that the book does actually accomplish it's goal of helping to create useful and interesting villains that are designed to oppose the PCs in your campaign.</p><p></p><p>Thanks</p><p>Andy</p><p></p><p>For a more detailed explanation of each section please see the following post by Mark Plemmons:</p><p><a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=21425" target="_blank">http://enworld.cyberstreet.com/showthread.php?s=&threadid=21425</a></p></blockquote><p></p>
[QUOTE="Orclicker, post: 327212, member: 981"] The true core of the VDH are the first five chapters which give advice on designing a villain, they are: Chapter 1: Stereotypes and Beyond This secion covers the mere basics that help a DM focus on what they want for a villain, the concepts do range form the obvious to the sublime because we didn't know how experienced the reader would be (so there is a bit of remeidial DMing involved). Chapter 2: Archetypes This is the true core of the book and begins to focus on the motivations and objectives that the villain has. Each of the archetypes represents a driving force behind the villain, and each of the subtypes represents how that driving force is expressed. There are also a few personality profiles that show diferent twists that can be used to personalize the villain. This is the real heart of the book. Chapter 3: Inside the Mind of a Killer This chapter deals with the psychology of the villain. Now that the villain has an archetype this section helps the DM focus the villain's goals, dreams, and obsessions Chapter 4: Where Monsters Dwell This section gives ideas on where to place your villain for best effect. This can really enhance your villain. Chapter 5: The Head of the Serpent This section details villainous orginizations and the villains henchmen. Also includes ideas on how to create (and when to abandon) levels of intrigue. So at the end of these chapters a DM should have an interesting and believable villain with detailed history, goals, and movites. The villain will also have a home (fortress, lair, etc.) and appropriate henchmen. This is the true goal of the book and I think that it accomplishes this goal. The remaining chapters add crunchy bits (which for some reason every d20 book has to have if it is to sell). These chapters are useful for maintaining power balance in the game (no matter how balanced or munchkinized your game is) however most of the apparently overpowered maneuvers are not really that powerful because it is so hard to actually use them. I know that there are probably a number of errors and goofs, but I think that the book does actually accomplish it's goal of helping to create useful and interesting villains that are designed to oppose the PCs in your campaign. Thanks Andy For a more detailed explanation of each section please see the following post by Mark Plemmons: [URL=http://enworld.cyberstreet.com/showthread.php?s=&threadid=21425]http://enworld.cyberstreet.com/showthread.php?s=&threadid=21425[/URL] [/QUOTE]
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