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Villain Design Handbook (preview)
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<blockquote data-quote="Mark Plemmons" data-source="post: 168413" data-attributes="member: 1287"><p>Hey all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Since there's been some talk both here and on the KoK boards about how the Book of Vile Darkness compares to the Villain Design Handbook, I thought I'd release some spoilers so you'll get a better idea of what the VDH contains.</p><p></p><p><strong>Note:</strong> Though the VDH does occasionally refer to people and places within the world of Tellene and the Kingdoms of Kalamar campaign setting, it is not limited to that setting. The DM can apply the ideas and rules within this book to any current D&D campaign. Offhand, I'd say you only need to know as much about Kalamar as you needed to know about Greyhawk when reading the 3e Player's Handbook. So essentially, nothing. The Kingdoms of Kalamar campaign setting is used when giving examples of villains and evil lands and such, but that's pretty much it. Oh, and the prestige classes are almost entirely specific to organizations of KoK.</p><p></p><p><strong>Villain Design Handbook</strong></p><p><strong>144 pgs, hardcover, $23.95 est</strong></p><p><strong>June 2002 release</strong></p><p></p><p>Layout is as follows:</p><p></p><p><strong>Stereotypes and Beyond (Chapter 1):</strong> This chapter begins with what it means to be a villain, and provides suggestions for how to create villains of various races and classes. Chapter One also details possible villain alignments and information on how to avoid stereotypes. You will also learn about alternate game rules specifically related to villains, such as experience points, power and supernatural villains.</p><p></p><p><strong>Archetypes (Chapter 2):</strong> This chapter lists the six primary villain archetypes and their various subtypes, along with potential classes and concept ideas for a DM’s campaign.</p><p></p><p><strong>Inside the Mind of a Killer (Chapter 3):</strong> This chapter deals with the psychology of villains, their motivations and obsessions, and details ideas for the villain’s schemes and objectives. Ways to determine resources and technology levels are also discussed.</p><p></p><p><strong>Where Monsters Dwell (Chapter 4):</strong> This next logical step in creating a villain is to determine his base of operations. This chapter discusses ideas for placing your villains and their lairs in cities, dungeons and wilderness areas.</p><p></p><p><strong>The Head of the Serpent (Chapter 5):</strong> This chapter describes the villain’s place in secret societies and other organizations. Here you will learn about villains who have an organization to back up their nefarious doings, and how the relationships within that organization affect the villain, as well as how they affect your PCs and your entire campaign. Also information on assigning lackeys and henchmen, and their specific traits and hiring costs.</p><p></p><p><strong>Flaws, Feats and Anti-feats (Chapter 6):</strong> This chapter describes a new and innovative rules system for adding personality flaws to your villains. Player options for using these villain-designed rules is also included.</p><p></p><p><strong>Prestige Classes (Chapter 7):</strong> This chapter describes prestige classes that are available to all characters, though they have certain qualities that make them particularly attractive to villains.</p><p></p><p><strong>Wicked Things (Chapter 8):</strong> The items described herein are magical tools that a DM can use to arm a villain or his lackeys. They often convey a useful benefit but are just as likely to come with some significant baggage. As a DM, this is advantageous because it might make the PCs think twice about taking and keeping these spoils for their own use once they have defeated their nemesis.</p><p></p><p><strong>Adventures (Chapter 9):</strong> Use this sample adventure and its sequel to create a story for a potentially recurring villain in your D&D campaign. It is best suited for players characters of 6th or 7th level.</p><p></p><p><strong>Disclaimer:</strong> This book describes villainous characters and their evil deeds. It is for use with a role-playing GAME. Players are not necessarily meant to emulate any of the characters or activities described in this book. The ideas contained herein are intended to provide for a richer role-playing experience by giving the Dungeon Master the ability to create more interesting adversaries with which to challenge his player characters.</p><p></p><p>Okay? Cool. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Mark Plemmons</p><p>Kenzer and Company</p><p><a href="http://www.kenzerco.com" target="_blank">www.kenzerco.com</a></p><p></p><p>"A human can be your greatest friend and most worthy ally. Until you turn your back." - Elven proverb</p></blockquote><p></p>
[QUOTE="Mark Plemmons, post: 168413, member: 1287"] Hey all! :) Since there's been some talk both here and on the KoK boards about how the Book of Vile Darkness compares to the Villain Design Handbook, I thought I'd release some spoilers so you'll get a better idea of what the VDH contains. [B]Note:[/B] Though the VDH does occasionally refer to people and places within the world of Tellene and the Kingdoms of Kalamar campaign setting, it is not limited to that setting. The DM can apply the ideas and rules within this book to any current D&D campaign. Offhand, I'd say you only need to know as much about Kalamar as you needed to know about Greyhawk when reading the 3e Player's Handbook. So essentially, nothing. The Kingdoms of Kalamar campaign setting is used when giving examples of villains and evil lands and such, but that's pretty much it. Oh, and the prestige classes are almost entirely specific to organizations of KoK. [B]Villain Design Handbook 144 pgs, hardcover, $23.95 est June 2002 release[/B] Layout is as follows: [B]Stereotypes and Beyond (Chapter 1):[/B] This chapter begins with what it means to be a villain, and provides suggestions for how to create villains of various races and classes. Chapter One also details possible villain alignments and information on how to avoid stereotypes. You will also learn about alternate game rules specifically related to villains, such as experience points, power and supernatural villains. [B]Archetypes (Chapter 2):[/B] This chapter lists the six primary villain archetypes and their various subtypes, along with potential classes and concept ideas for a DM’s campaign. [B]Inside the Mind of a Killer (Chapter 3):[/B] This chapter deals with the psychology of villains, their motivations and obsessions, and details ideas for the villain’s schemes and objectives. Ways to determine resources and technology levels are also discussed. [B]Where Monsters Dwell (Chapter 4):[/B] This next logical step in creating a villain is to determine his base of operations. This chapter discusses ideas for placing your villains and their lairs in cities, dungeons and wilderness areas. [B]The Head of the Serpent (Chapter 5):[/B] This chapter describes the villain’s place in secret societies and other organizations. Here you will learn about villains who have an organization to back up their nefarious doings, and how the relationships within that organization affect the villain, as well as how they affect your PCs and your entire campaign. Also information on assigning lackeys and henchmen, and their specific traits and hiring costs. [B]Flaws, Feats and Anti-feats (Chapter 6):[/B] This chapter describes a new and innovative rules system for adding personality flaws to your villains. Player options for using these villain-designed rules is also included. [B]Prestige Classes (Chapter 7):[/B] This chapter describes prestige classes that are available to all characters, though they have certain qualities that make them particularly attractive to villains. [B]Wicked Things (Chapter 8):[/B] The items described herein are magical tools that a DM can use to arm a villain or his lackeys. They often convey a useful benefit but are just as likely to come with some significant baggage. As a DM, this is advantageous because it might make the PCs think twice about taking and keeping these spoils for their own use once they have defeated their nemesis. [B]Adventures (Chapter 9):[/B] Use this sample adventure and its sequel to create a story for a potentially recurring villain in your D&D campaign. It is best suited for players characters of 6th or 7th level. [B]Disclaimer:[/B] This book describes villainous characters and their evil deeds. It is for use with a role-playing GAME. Players are not necessarily meant to emulate any of the characters or activities described in this book. The ideas contained herein are intended to provide for a richer role-playing experience by giving the Dungeon Master the ability to create more interesting adversaries with which to challenge his player characters. Okay? Cool. :D Mark Plemmons Kenzer and Company [url]www.kenzerco.com[/url] "A human can be your greatest friend and most worthy ally. Until you turn your back." - Elven proverb [/QUOTE]
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