JoeGKushner
Adventurer
Well as a new 'patron' of the Open Design, I get access to design articles. The first one is discussing motivation for villains.
One of my favorite old blue books is (I think) DMR5, The Villain's Handbook. Talks about motivation and other good stuff. One of Wolfgang's notes that struck me was the following:
And what strikes me most about it, is how true the latter part is. It's all about resources after all and some of my most memorable GM events weren't about great impassioned villains, but about powerful monsters whose unique abilities challenged the player's resource management abilities and how, sometimes through luck alone (curse you Blood and Steel Criticals), the palyers were able to overcome.
So what's more important to your key villains? Motivation or interesting cruncy bits?
One of my favorite old blue books is (I think) DMR5, The Villain's Handbook. Talks about motivation and other good stuff. One of Wolfgang's notes that struck me was the following:
Monsters without clear motivations aren’t villains; they’re just combat-shaped obstacles in the game.
And what strikes me most about it, is how true the latter part is. It's all about resources after all and some of my most memorable GM events weren't about great impassioned villains, but about powerful monsters whose unique abilities challenged the player's resource management abilities and how, sometimes through luck alone (curse you Blood and Steel Criticals), the palyers were able to overcome.
So what's more important to your key villains? Motivation or interesting cruncy bits?