Villains who do foolish things?

CruelSummerLord

First Post
I recall reading Skip Williams' DM's Option: High Level Campaigns book many moons ago, and I recall my irritation with Williams' apparent assumption that while PCs can be expected to fly off the handle and act rashly or foolishly if the villain goes after their allies or loved ones, villains are always able to keep a cool head, remain perfectly rational at all times, and have unlimited resources both in contacts/spies and in magical items to know about all the backgrounds of the PCs and strike appropriately.

Without going into too much detail, I personally prefer low magic item counts. That applies just as much to villains and NPCs as it does to the players themselves-if 12th-level fighters have to make do wearing ordinary chain mail and wielding non-magical swords, then even the most powerful villains won't have as many magical resources or contacts as they might like, either. Sure, the evil wizard might love to have +10 bracers of armor, but he can't manufacture them (IMO, you have to be at 18th level to create any sort of permanent magic item, to maintain a proper 1E feel with 3E rules), so he'll have to make do with shield and wizard armor spells.

Anyway, I'm just wondering: How often have you as DM done things that might not have been the most tactically sound options, but that still appealed to the PCs' foes anyway for reasons ranging from ego to a warped sense of honor to thinking emotionally instead of rationally?

Sure, it might be smarter for that red dragon to wear down the humans with its breath weapon and spells, but where's the fun in that? Most red dragons, I would think, simply view humans and other races as ants, and should be treated appropriately. They view humans as simply not being powerful enough to stand against them. And in any case, why risk destroying their magic and treasure with the breath weapon?

Yes, that vampire might be steamed at being defeated by the human adventurers, and he might be able to destroy the humans by waiting thirty years until they're too old to fight back, but he's livid. He wants revenge, and he's not going to sit around for three decades and run the risk of the heroes dying from something else. He's waited thirty years for his vengeance...only to find that heart disease has cheated him out of it. Blah.

Maybe if he were thinking clearly, the evil general might realize that the heroes are baiting him with their challenges and accusations of cowardice, slandering his family name. But he's not thinking clearly. They've slandered his name, insulted his heritage. No one, but NO ONE, gets away with doing that!!!

The evil wizard could, if he had the patience, spend time building up a network of spies and corrupt the governments, gradually convincing everyone to obey him, building up a cult of personality. But that's not the way he works-he wants people to fear him, and he disdains the idea of working behind the scenes-as if he were too scared of the potential consequences, to say nothing of appearing weak in front of his minions. They obey him because they fear him, and tiptoeing around behind the scenes makes him look timid and weak. If he fears the reaction from court bureaucrats, how will he react in dealing with adventurers?

Other snags might also come up. Sure, that bandit chief would love to kidnap and make slaves of the hero's sister...only she lives about 300 kilometers away, and he has absolutely no idea how to find her. Too much lost in time and resources to make going after her worth the trouble.

The evil wizard might have heard of some of those heroes, but he has to base his reactions off hearsay and what's generally known, some of which could be false. After all, his grand plans are in motion-how can he possibly have the resources to track down every single potential threat, learn every single detail about them, and anticipate their every move? His spies are busy enough as it is setting up his plans and reporting on the actions of different groups he knows are already a danger-they can't probe too far without running the risk of blowing their cover, and he doesn't have enough spies to furnish him with as much intelligence as he might like. His magical resources are currently tied up in necromancy or mind control, not divination, so the magical route isn't as much of a help either.

With all this in mind, what are your thoughts? My own are that villains are just like anyone else-they don't have the resources or the capacity to do everything they'd like; they have the ability to fly off the handle and do things without thinking; they might make tactically risky decisions for any number of reasons from ego to the idea that the action is simply more satisfying that way. Of course there are villains who remain cool and objective, but even the most powerful ones can make mistakes and do things in a riskier way for any of the reasons cited above.

There have been times when players have deliberately done things they know are stupid, because that is how their character would act in role-playing. But, by the same token, aren't there occasions when DMs deliberately have their villains do something that isn't necessarily the soundest course of action, because that is what the villain would do according to his, her or its personality?
 

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CruelSummerLord said:
Sure, it might be smarter for that red dragon to wear down the humans with its breath weapon and spells, but where's the fun in that? Most red dragons, I would think, simply view humans and other races as ants, and should be treated appropriately. They view humans as simply not being powerful enough to stand against them. And in any case, why risk destroying their magic and treasure with the breath weapon?

I don't know what you do with ants, but if I had an ant problem, I would dispose of them in the most expedient manner possible--setting out poisoned food and, if that didn't work, burning the beds with flammable liquids.

Risk of destruction from the breath weapon? What risk? A very, very small chance. It would happen extremely rarely. Hardly worth considering.

CruelSummerLord said:
Yes, that vampire might be steamed at being defeated by the human adventurers, and he might be able to destroy the humans by waiting thirty years until they're too old to fight back, but he's livid. He wants revenge, and he's not going to sit around for three decades and run the risk of the heroes dying from something else. He's waited thirty years for his vengeance...only to find that heart disease has cheated him out of it. Blah.

An all too human reaction for an inhuman monster with centuries, if not millenia, to live. Must be a very new vampire.


If the enemy is human (-oid) they will react in humanoid ways. If they aren't, they won't. Dragons and undead won't react to things like humans do.
 
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CruelSummerLord said:
Most red dragons, I would think, simply view humans and other races as ants, and should be treated appropriately. They view humans as simply not being powerful enough to stand against them.

There's a good chance that in a D&D universe, most older red dragons have some sort of scars from humans(oids) earlier in life. And even if they don't personally have such scars, other red dragons they've known, heard of, or communicated with probably have been killed by humans. Most dragons aren't stupid enough to dismiss what's probably one of the leading causes of draconic death.

Maybe if he were thinking clearly, the evil general might realize that the heroes are baiting him with their challenges and accusations of cowardice, slandering his family name. But he's not thinking clearly. They've slandered his name, insulted his heritage. No one, but NO ONE, gets away with doing that!!!

Or he could be contemptuous of those who would spread such honorless slander. It seems awfully convenient that every one of these villains who takes the characters seriously is easily incensed into a rage over it, especially as you don't get into their positions without learning a little patience and self-control. The evil general particularly should be able to ignore schoolyard taunts if he wants to stay an appropriately dramatic and threatening enemy.

They shouldn't always have the perfect plan of attack, but intelligent and experienced enemies won't fly off half-cocked. They should act in intelligent and experienced ways. Such rash behavior is more reasonable for stupid enemies, like certain giants or devils, or large animals.
 
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CruelSummerLord said:
There have been times when players have deliberately done things they know are stupid, because that is how their character would act in role-playing. But, by the same token, aren't there occasions when DMs deliberately have their villains do something that isn't necessarily the soundest course of action, because that is what the villain would do according to his, her or its personality?
All the time. It makes NPC villains believeable and the players like them. And I like to see villains carrying the seed to their own destruction in their own corrupted or tainted soul :D
 

One of my favourite cliches is the bored immortal. This can give your villains pathos and believable complex motivations the PCs can exploit.

A good example is the Necromancer games module Hall of the Rainbow Mage. Spoilers:

The final location is a temple complex full of undead. These are powerful, intellegent undead who know they lost their big fight against the forces of good centuries ago. Although some still protect the temple from intruders, others have made plans to escape or simply gone mad. Some have commited suicide.

The BBEG in this adventure is a lich who is simply no longer interested in protecting the temple's great treasure, but is still compelled to do so. If the treasure is stolen, he is free, so has elaborate melee tactics designed to keep his obligations and give the party the best possible chance for at least one of them to make off with the treasure.
 

I make my villains foolish in some regard, it is so much more well rounded. Mind you I do the same with my pcs.

If they weren't foolish there'd be no adventures - everyone would be raising families, working and enjoying life. ;) That's real nice for real life but heroes sort of require a queue of megalomaniacs all plotting to take over the world with the scheme of the week - bwahaha!

Latest foolish baddie: An evil plant/earth Cleric of Obad Hai who wants to beat up the neighbouring druids and overgrow the world. Yeah, I'm trying to figure what angle to use to introduce his madcap capers. :confused:
 

In the last Modern session I ran, the PCs found themselves facing four villains. One, Septiembre Ysombre, was the crime lord's right hand man, head of security, torturer ... and dog owner.

The PCs got scared of his dog when they realized that double tapping it point blank with a Desert Eagle wouldn't kill it.

Eventually they killed the dog. At this point, Ysombre got ticked and attacked the dodge gunslinger, rather than doing something smarter.

Sometimes my NPCs don't do the smart thing (even when I realize it, and not counting GMing mistakes here), but I do read the 101+ tips to be an evil overlord. They make novels more interesting, and if I were smarter would make gaming more interesting, too. (It's a bit hard to remember 101 tips during the middle of a heated combat, you know.)

Spoilers about two novels:
[sblock]Has anyone ever read Rainbow Six? Or the Lazarus Vendetta?

Both involve villains using bio-tech to kill large numbers of people. In the first, the extremely intelligent villain plans on releasing specialized Ebola at the Sydney Olympics. The virus "hides" for a couple of weeks and then spreads - because the Olympics attract people from around the world, it was a smart plan. Unfortunately, he did something stupid ... he wanted to release the virus at the closing ceremonies. He didn't read the 101 tips to be an evil overlord, which state that you use your super-weapon right away!

In the latter, the villain made a mistake, too, by not killing a minion fast enough. Well, it happens, it's not like the villain was omniscient. The moment the villain realized the problem (and acting on limited info), he ordered an immediate early release of his bio-weapon. (The release was a lot smaller, because he only had three "doses" available instead of the hundreds he would have been able to use if he hadn't been rushed.)

When the heroes came to stop him, they were nearly too late. They did defeat the villain cleverly (and stop the bio-weapon) but the villain didn't do anything stupid like the main villain of Rainbow Six did.[/sblock]

Personally I think NPCs should be run as characters. They aren't always geniuses, and they don't always have spy networks or more information on the PCs than the PCs have on them. (If they did, they'd kill the PCs right away.)
 

The Wise...

Foolish behavior is controlled by Wisdom, or its absence...

Villains must be RPd by the DM, hence, their behavior must match their stats.

This being said, plans to take over a country seem to succeed fairly often, as demonstrated by Adolf the German and George the rancher, so Tragathore the Sorcerer might be able to take over the town, county, duchy, country, region or continent, depending on how judicious a plan he uses or how deep (gold) or wide (troops) his resources...

A good DM should send all his evil overlords to evil overlord school, aka...

http://www.eviloverlord.com/lists/overlord.html

Villains are taught to avoid foolishness... They read the stories and see the movies too !
 

CruelSummerLord said:
Without going into too much detail, I personally prefer low magic item counts. That applies just as much to villains and NPCs as it does to the players themselves-if 12th-level fighters have to make do wearing ordinary chain mail and wielding non-magical swords, then even the most powerful villains won't have as many magical resources or contacts as they might like, either.

Too bad that doesn't work. DnD 3.x is designed to have ridiculous amounts of magic items available to characters. Failure to follow these guidelines results in varying imbalances - sure the characters would be weaker, but they won't be universally weaker the same amount in each area. For instance, if you reduce the amount of magic items, attack bonuses fall a bit but AC falls a lot.
 

(Psi)SeveredHead said:
Too bad that doesn't work. DnD 3.x is designed to have ridiculous amounts of magic items available to characters. Failure to follow these guidelines results in varying imbalances - sure the characters would be weaker, but they won't be universally weaker the same amount in each area. For instance, if you reduce the amount of magic items, attack bonuses fall a bit but AC falls a lot.
It becomes worse if you allow spellcaster classes for PCs. Druids? Clerics? And no magic items for fighter types...
 

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