Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Villain Motivations
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FalcWP" data-source="post: 3389953" data-attributes="member: 16858"><p>I'd have to say motivation. Making an NPC with really cool stats is great and all, but I don't think he'll be memorable, or even logical, unless he has clear motivations for what he's doing. On the other hand, just an average fighter or wizard without any really neat attacks can work if you really flesh out his backstory and find out what motivates him.</p><p></p><p>And it extends beyond just your key NPCs. Anything that isn't mindless should have *some* motivation. Sure, you fleshed out the leader of a gang of bandits, gave him a nice backstory that explains why he's raiding a town and what he plans to do with the wealth he steals... but what about the average bandit in that gang? What's <em>his</em> motivation? Why does <em>he</em> follow this guy? There should always be more of a reason than "The bandit leader isn't a high enough CR by himself to threaten the PCs, so he needs some followers." That may be your rationale for adding some followers, but you have to consider why those *particular* folks are there. </p><p></p><p>Part of that is that you never know who the PCs will choose to question. Say they grab a random mook from the aforementioned bandit gang and interrogate him. If he was just there as filler, you don't have a whole lot to go on as far as how he'll react. On the other hand, if we know what motivates him (Greed? Loyalty? Was he shanghai'd into the gang? Is he doing it to protect a loved one?) then we can tailor his responses. The greedy bandit might sell out his comrades for gold; the loyal one is likely to be silent regardless; the one who is forced into service might be willing to betray the bandits for freedom; the one who is protectiong a loved one might betray the bandits if the PCs will save the loved one for him. With just a few complementary NPCs, you can pick a motivation for each; with a bunch of them, you can make a table to roll on. But it really helps to flesh them out, and it makes the world a lot more logical. </p><p></p><p>Of course, as Dragonbait said, it depends on the group. If the players aren't going to notice motivations and are more focused on killing stuff and taking its loot, then you don't need much for motivation.</p></blockquote><p></p>
[QUOTE="FalcWP, post: 3389953, member: 16858"] I'd have to say motivation. Making an NPC with really cool stats is great and all, but I don't think he'll be memorable, or even logical, unless he has clear motivations for what he's doing. On the other hand, just an average fighter or wizard without any really neat attacks can work if you really flesh out his backstory and find out what motivates him. And it extends beyond just your key NPCs. Anything that isn't mindless should have *some* motivation. Sure, you fleshed out the leader of a gang of bandits, gave him a nice backstory that explains why he's raiding a town and what he plans to do with the wealth he steals... but what about the average bandit in that gang? What's [i]his[/i] motivation? Why does [i]he[/i] follow this guy? There should always be more of a reason than "The bandit leader isn't a high enough CR by himself to threaten the PCs, so he needs some followers." That may be your rationale for adding some followers, but you have to consider why those *particular* folks are there. Part of that is that you never know who the PCs will choose to question. Say they grab a random mook from the aforementioned bandit gang and interrogate him. If he was just there as filler, you don't have a whole lot to go on as far as how he'll react. On the other hand, if we know what motivates him (Greed? Loyalty? Was he shanghai'd into the gang? Is he doing it to protect a loved one?) then we can tailor his responses. The greedy bandit might sell out his comrades for gold; the loyal one is likely to be silent regardless; the one who is forced into service might be willing to betray the bandits for freedom; the one who is protectiong a loved one might betray the bandits if the PCs will save the loved one for him. With just a few complementary NPCs, you can pick a motivation for each; with a bunch of them, you can make a table to roll on. But it really helps to flesh them out, and it makes the world a lot more logical. Of course, as Dragonbait said, it depends on the group. If the players aren't going to notice motivations and are more focused on killing stuff and taking its loot, then you don't need much for motivation. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Villain Motivations
Top