what motivates your villains ?

there are a lot of villians I break them into the following:

creeps - are just nasty
masterminds - have a plan
thugs - are brutal
Henchmen - are hired hands
Good guys - they are likeable bad guys
 

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PowerWordDumb, I was so about to say "ice cream!" :D

The current, well, not BBEG - let's say adversary in my campaign is motivated by noble concepts. His name is Amaranth, and he's united a band of six hundred goblins and hobgoblins (he's a hobgoblin, himself) called the Red Palm. He's motived by patriotism, and love for his race, and a hatred for the humans which are pressing his people toward the undefeatable Dwarves in the mountains.

So, I guess, he's not that evil - just, working against the ideals of the characters.
 

Most of the time the desire for power (like me). Generally my villains accomplish this by trying to capture large areas of land or overthrowing goverments etc.
 

My longest campaign as GM was a homebrew system, so creatures didn't necessarily have D&D typical motivations.

For liches, generally they went senile, and clung to things that they liked doing in life. One lich was quite happy to have a cup of tea with the PCs, and teleported in on one other occasion to have a cup of tea.

One of the major bad girls was an immortal vampire-slayer. She had specifically not signed the Convenant of Immortals, and was allowed to interact with mortals (they left her out as they didn't want vampires gaining immortality). She went out of her way to prevent any vampires gaining immortality (normal vampires weren't immortal in any sense).

Deathwalker Rayburn, a vampire blinded by a laser-style attack by the immortal vampire-slayer. He managed to survive and later developed seer powers to see. His main motivation was survival and escaping from danger, as the vampire-slayer was on the lookout for him.

Various royals of the Empire. The motivations were power and there were lots of intrigues.

13 ancient (millions of years old) old ones, that were roughly equivalent to uberpowerful Mind Flayers. They had significant power within the psionic-linked-internet (unbeknownst to most of course). Once they realised it was possible, their motivation was to leave the planet and go to other life-bearing planets to have children and extend their species. Their species had ravaged all animal species for food, such that all PCs had instinctual extreme fear of them (and hence the reason why people were superstitious about the number 13.). Unfortunately, their offspring were too weak psionically to prey on the creatures that had evolved over millions of years to resist ... hence the need for a new planet.

Demons (synonymous with Devils really). A side motivation of the powerful demons was the Killing Game. You score points for killing people in as unpleasant and crafty a way as possible. Asmo and Baal were supposedly winning, but actually the number one was an entity known as the Gate. The Gate masquerades as heaven's gate, through which creatures go to heaven ... of course those lucky souls to get there just end up getting eaten (slowly) by the gate.

Ordinary demons played the Jugger, a game based on the movie The Jugger. The aim being to get a dog or goat's head to one side of the field. It was like league football, only far more unpleasant.

Yahkmot, the Destroyer. Yahkmot was in fact a program who's job was to erase the hard disk on which the simulation (and the game universe) was occurring. This result in the erasing of multiple stars etc .... The universe was slowly coming to an end (20 years), hopefully the PCs would figure out the maintenance portal exit point before then (not that we got that far).
 
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Survival (often nasty things have to be done because of poor choices made to gain more power). Glory (it's awfully fun to rule the world, after all). Instinct (vampires like hurting people, they're predators only with human-level intellect). Fear (of death, extinction, that sorta thing - thus necessitating drastic measures). Envy (of people better than you today, when once you ruled them like so many sheep). Interest (like playing with ants - this one's for the dragons).

For those who read Dungeon Damage: It'll all make sense once the villains are properly identified. But that's not going to happen for a while. Secrets are neat.
 



lightful said:
I thought about this a bit recently and realised that both in RL and in D&D there exists a definite dearth om possible motives.

You've got money, knowledge and love - basically with power being a sure (what is sure these days ?) way of getting any of the three when and if you should desire them.

Any thoughts ?
First of all, I don't think you can buy love. Mindless sex on the other hand...

MY BBEGs are motivated in an individual basis. There's never a "I want to destroy the world just because I can!" BBEG IMG, I can assure you.:)

All BBEGs are motivated by some promise of personal gain.

Example:

Evil Sorcerer #1 finds that if he devours the entrails of thirteen virgin elves, each one born during a different phase of the moon, he will gain demigod status. Hectic adventure to prevent this ensues.
 

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