Who Hurt You? Let Players Help With Memorable Villains

How did this creature make you become an adventurer?

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Villains are an important part of every RPG campaign. The expectation is that the Game Master will devise some sort of compelling Big Bad which will wow the players and drive them to adventure. While this can be the case, the Game Master can take some steps to have players help with the heavy lifting of getting a campaign off the ground. Take some time to use this technique during Session Zero to let the players lay some of the groundwork for memorable villains.

This technique was inspired by two main sources. The first is Robin Laws’ The Gaean Reach, which enlists players to define the main villain of the campaign and why they deserve to die. The second, which was inspired by the same work, is Return To Dark Tower by 9th Level Games. Players can use one of the Adversaries from the board game as their main bad guy, but they can also create their own and define the evil plots they put in motion.

The Game Master should take some time to flip through the game’s antagonist section. Choose about half a dozen bad guys, especially ones that have compelling art. As the players are wrapping up character creation, pass out the art to the players and ask them to answer a question about their characters with one of the art pieces.

The question: How did this creature make you become an adventurer?

The answer could be something direct, like the creature killed a family member. It could also be a bit more abstract like a legend the character heard about the monster that they want to investigate. It could even be something more mysterious and open-ended like it keeps showing up in the character’s dreams for some reason. It might even be simply because the player likes the art and wants to work with the GM on a way to incorporate it into the game.

Once the players have discussed their motivations, the GM should incorporate elements into the narrative of the campaign. Reports of the orc tribe that cast out one of the PCs raiding settlements are more likely to perk up player ears than a mysterious stranger in a tavern asking to hire heroes. Hearing a rumor about the treasure linked to the dragon another PC picked makes for a bit of a mystery. These choices don’t have to be antagonistic ones exclusively. Players looking for a long lost relative might find them as prisoners of one of the choices or perhaps unexpectedly, in service of one.

Game Masters using this technique can put out some choices and have the players select a single main villain but I prefer letting each player pick one bad guy from a variety of power levels. This allows the GM to shift narrative focus from player to player throughout the campaign and gives the heroes short term goals as well as a main antagonist. By the time the players have vanquished one of the lesser foes, they’ve hopefully installed the bonds that will keep them together as bigger challenges await. It also leaves room for the GM to build their own bad guys or let ones emerge from play.

This process can also take some of the work out of games with heavy storylines and settings.The players could choose between factions, personalities or even locations. The player and game master work together to weave the character backstory into the border setting without asking the player to read a novel or wiki to understand what’s going on. Game masters can choose the setting elements they love the most and present them to the players through evocative art.

Adding this process to session zero takes some of the burden of world creation away from the GM. It also gives a tantalizing preview of the campaign to the players. A good villain makes a great story but it doesn;t have to be a complete surprise to be effective.
 

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Rob Wieland

Rob Wieland


I'm a big fan of this.

A step farther: in John Wick's Orkworld, not only is session zero for building your party - a tribe of orks - but those same character points in the pool allow you to customize the tribe. Do you have a powerful dowgma (tribe mother)? Has your tribe learned how to use iron to make weapons? Does one PC get more points than another?

Also - the game world in Orkworld has a blank outline of the continent. A chapter has a lot of important locations, each with their hooks and advantages/disadvantages, and the players and GM each take a turn placing a location on the map. It helps players get a feel for the world, and it also gives the GM things. An example: The Sleepy Swamp.

"They say dwarves don't sleep. They also say dwarves traded their sleep here, in this swamp. The bargain they made took their sleep away, but it gave them something else. That something is a secret you'll have to learn on your own.

"Adventure: But dowgma know another secret about Sleepy Swamp: a root grows here that makes a perfect sedative. Of course, you'll have to go deep into the swamp to fetch it, avoid the trolls who also know about the root (they rub it under their fingernails, making a scratch from a troll a very dangerous thing) and guard it well.

"One more complication: much of the swamp floor is covered in tar, making retrieving the root a doubly sticky situation."
 

Duo Maxwell

Explorer
I love this. I ended up going through the Monster Manual years ago and came up with the reason why my dwarven cleric was 114 years old, but starting at level 1 in a new campaign: he USED to be high-level, before a shadow dragon flew in and level-drained him back to 1st level while slaughtering his entire tribe.
 
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This is a really cool idea. When you do this and throw a handful of monsters on the table do you also put a "general level of difficulty" on the monsters printout or just a picture of the monster?
Honestly, it's just the picture. If we're playing a game that requires scaling, it's easy to say "You want that white dragon to be the end boss? Okay, well, it's ancient, so it's a lot tougher than you might expect."
 

DrunkonDuty

he/him
I like the idea of using art to spark inspiration.

As part of session 0, after we've set the basics of the campaign setting, I'd encourage players to google and look for things that resonate.

Not just villains, but scenes, scenery, items, whatever.

I think it would be especially handy for historical settings. Like my current game, 1980s urban fantasy. I think my players would benefit from seeing things like fashion and hair styles. Old fashioned tech, like telex machines and car phones.

Hmm. I think I'm gonna start spamming our discord chat with random pics from the 1980s.

Edited to add: and tv commercials!
 

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