Tom Servo
First Post
Riffing off of Radiating Gnomes point a bit, I find it is best to make it personal. In his example the villain is a problem for the party directly.
Hit them where it hurts both story-wise and mechanically. Pay attention to what the players and characters actually care about and get excited about, not what they or their back stories say they care about. This will be different for each group.
The villain is taking over the kingdom, it's tragic. The villain has wiped out a local village, it's horrible. The villain has enslaved the dwarves, it's monstrous. The villain has disintegrated the fighter's favorite magical longsword......NOW IT'S PERSONAL!
I find the best villains are those that my players hate even more than their characters do.
Hit them where it hurts both story-wise and mechanically. Pay attention to what the players and characters actually care about and get excited about, not what they or their back stories say they care about. This will be different for each group.
The villain is taking over the kingdom, it's tragic. The villain has wiped out a local village, it's horrible. The villain has enslaved the dwarves, it's monstrous. The villain has disintegrated the fighter's favorite magical longsword......NOW IT'S PERSONAL!
I find the best villains are those that my players hate even more than their characters do.