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Roleplaying Tips Weekly E-Zine Issue #30
Readers' Response: 14 Great Villain Tips
Contents:
This Week's Tips Summarized
Readers' Response: 14 Great Villain Tips
- Villains Plan Ahead & Learn From Their Mistakes
- Use Phony Villains To Fool The PCs
- Play It Smart: Killing Heroes Just Raises The Stakes For The Villain
- What To Do If The PCs Kill Your Villain Too Early
- Love Your Villain
- Give Your Villain A Plot Twist
- Get The Players Emotional About The Villain
- Make Your Villain Unpredictable
- Use A Gift From The Villain To Confuse The Players
- Villains Don't Have To Be Evil Or People
- Villains Believe In Themselves & Their Actions
- Use The KISS Method For Villainous Plans
- Villains Aim For Weak Spots
- Give The PCs Ownership And Then Jeopardize It
Return to Contents
A Brief Word From Johnn
We conclude Villain Month this issue with a collection of
villain tips that I have received over the past few weeks.
You have great ideas and advice--thanks for sharing with us
and keep the tips coming!
My goal is to make this newsletter as useful and readable
for you as possible. What do you think of the tips summary
above? Waste of space or great for reference?
Do you have any feedback on the layout? Let me know:
feedback@roleplayingtips.com
Here's the best tip I've run across to date. It's short
and sweet, but it really sums it up well:
Weak Villain = Weak Story
Make time to roleplay this week--life's too short.
Regards,
Johnn Four
johnn@roleplayingtips.com
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Readers' Response: 14 Great Villain Tips
- Villains Plan Ahead & Learn From Their Mistakes
From: Django Dunn
Something that always made me scratch my head was the GI Joe
cartoon. In just about every show, Cobra basically had the
world by the short and curlies. GI Joe saved the day only
by some fluke discovery of a fatal flaw in the villain's
plan. What confused me was why didn't Cobra just try the
plan again but correct the flaw - you know - if at first you
don't succeed...
So, with that in mind, have your main villain set a plan
into action that's a small scale version of what he/she/it
really wants to accomplish. The villain is basically
waiting to see what the PCs can bring to bear against
his/her/its idea. If the plan fails, he/she/it makes
adjustments and tries again - and this time should meet with
more success.
If the PCs manage to barely fend off one of the villain's
experiments then when they see the same pattern of events
start to occur again they'll know they're in for a rough ride.
They know they've succeeded before but they'll have to step
up to the challenge and become even more resourceful and
tricky than ever before.
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- Use Phony Villains To Fool The PCs
Sometimes you don't know if so-and-so is a villain or just
some eccentric. Sometimes you don't know why he's a
villain.
Imagine your RPG involves the Washington Press scene in the
early 1970's. Your PC's are Woodward and Bernstein. You
must figure out what is going on. Who broke into the
Watergate building? Why? Players may decide that Nixon
must be the story's villain. But if they go off too soon,
they'll find that they're making unproven accusations
against one of the most popular (to judge by his re-election
margin) presidents in history.
The same is true if you're James Bond. You can't just start
killing eccentric characters. Everyone is eccentric. Which
one is the villain? Is it the gold hoarding fat man who
cheats at cards? Or is he nothing more than a rich man who
happens to own a lot of gold?
When Bond went after Goldfinger, all he knew was that
Goldfinger was smuggling and hoarding gold. His job was to
find out why. His mission only changed to stopping
Goldfinger when Bond figured out what Operation Grandslam
really was.
Obviously Bond could not have shot Goldfinger in Miami or at
the golf course, no matter how much Goldfinger smelled like
a major villain. Bond could not have explained to M why
Goldfinger was a villain, and killing eccentric rich guys is
bad press.
His job was to find out what Goldfinger was up to. Until he
had done that, he had to play golf, or cards, or roulette,
or whatever game the villain wants to play, and try to
acquire information.
From: Tom Bisbee
Play on the assumptions of your players. This may seem
obvious at first, but can be tough to pull off. But when
done well, it is a really effective plot device. For
example, the players know that demons from other dimensions
are bad. Let the PC's run in to the handy-work of some of
these bad demons, a ruined village, bodies, etc... Then
have the PC's encounter more demons from the same dimension
who have nothing to do with the first group. They could be
hunting the first group down, or maybe "just passing
through". Do your players shoot first and talk to demons
later? In my RIFTS campaign, one of the players ran in to
several duplicates of herself from alternate Earths. She
assumed that all of the doubles were the same alignment as
her, and most of them were. Most of them...
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- Play It Smart: Killing Heroes Just Raises The Stakes For The Villain
From: Kenneth Gauck
Villains don't want to just leave a trail of corpses. People
come looking for dead heroes. Maybe not right away, but 007
was assigned any number of cases because another agent
turned up dead, or failed to check in properly.
What every villain wants the heroes to do isn't die right
away, but report back, "I'm really not sure I know what's
going on over there."
If the hero escapes from the villains lair ignorant of his
villainous plan, he's just another member of the opposition
who has lost his cover.
"Gee Bond, we're glad you escaped Goldfinger's horse ranch
hideout. What did you find out about his gold smuggling?"
"Umm, not much really, he is involved in something called
operation Grandslam, but I don't know what that is."
Not much good as the gas cannisters are being loaded for
delivery to Fort Knox, now is it? This is what every villain
goes for.
Killing the heroes just escalates the stakes for the
villain, and villains often depend on a bit of secrecy. If
they anger the powers that be they might arrive with the
Marines before the death ray is built.
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- What To Do If The PCs Kill Your Villain Too Early
From: SRCS
The cure for this is to let the players think they won for
the moment, then invent a correspondence, clue, or other
pointer to the fact that the "Master Villain" was really only a
flunky herself... Then you can spend the next few adventures
letting the PCs discover the hidden links in the chain.
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- Love Your Villain
From: Qalat
One other tip is to love your villains -- not so much that
you can't let them go, but enough to make them a memorable
experience.
[Johnn: I agree Qalat. The more care and attention you give
your villain the more you will find he/she/it will drive
your story and make it truly challenging and entertaining
for everyone.]
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- Give Your Villain A Plot Twist
From: SRCS
In many movies and films, the villain has turned out to be
either a trusted friend working behind the scenes (even to
the extent of staging fake attacks on herself). Or, better
yet, the trusted friend is yet another flunky, and the real
mastermind is the shady majordomo/bodyguard she's never seen
without that to date has gotten the "Trusted Friend" to
safety for the PCs while they fight off the threat.
From: Tom Bisbee
Give credit to Vader. Star Wars portrayed one of the best
villain plot twists ever. The arch-villain? He's your Dad!
Or your Mom, or your mentor, you get the idea. This is a
great "reward" for players who are too lazy to make any
details whatsoever about their character's past. Who
trained you? You don't know? You'll find out...
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- Get The Players Emotional About The Villain
From: Anon
Create confusion, fear and hate of the bad guy. Get players
emotional about the bad guy. Emotions intensify the
roleplaying experience.
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- Make Your Villain Unpredictable
From: Anon
Do unexpected things. Be in surprising places. Seem to be
everywhere at once. Genius intelligence means the ability to
calculate the PCs' next move and get there before them, and
only occasionally being wrong.
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- Use A Gift From The Villain To Confuse The Players
From: Anon
Have the villain give the PCs something useful. Something
they want but of minor value to the villain's overall
scheme. If you give the PCs something valuable out of the
blue it creates doubt, suspicion, confusion.
The PCs will probably sabotage themselves in paranoia!
And the more useful the gift the greater the party's
confusion.
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- Villains Don't Have To Be Evil Or People
From: Source Unknown
The hero is a constructive force in the story, whereas the
villain is destructive.
Unlike the Hero, however, the villain doesn't have to be a
person. It can be a force of nature, or merely something as
abstract as life itself. The villain can be the Hero's
insecurities, it can be an addiction, it can be poverty, or
an illness or bigotry
Villains don't have to be evil, or even bad. They can be
well meaning individuals. After all, some of the worse
crimes in history were caused by well meaning individuals.
The Inquisition was supposed to weed out the sinners, the
Missionaries tried to save people around the world by
destroying their culture, the U.S. Government interred
Japanese Americans during World War II to make our country
safe. We know now that all these people were wrong, but at
the time, they had "good" intentions.
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- Villains Believe In Themselves & Their Actions
From: Source Unknown
I guess what I like are believable villains - I don't think
anyone goes out and thinks "I'll be evil today!", so I like
them to have a good reason for doing what they're doing -
they have to think they're right, and have something to back
that up; and ideally that should be something plausible,
rather than wimping out and blaming it on insanity - both
sides should consider themselves justified.
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- Use The KISS Method For Villainous Plans
From: Source Unknown
KISS. Keep It Simple Silly. Simple is better. Go directly to
the path which accomplishes the villain's goals quickest.
Give villains simple plans and let the players create
complexity for themselves.
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- Villains Aim For Weak Spots
From: Source Unknown
Aim for the weak spots first: Mages, familiars, family
members, wounded, villagers, etc. This weakens morale,
reduces a large number of threats quickly and makes the
characters hesitate before crossing the villain again.
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- Give The PCs Ownership And Then Jeopardize It
From: Source Unknown
Give the PCs ownership or control over something. This makes
them attached to it and therefore provides great villain
leverage.
Return to Contents
Have more fun at every game!
Johnn Four
READER'S TIP OF THE WEEK:
NPC Names
From: Tatsuki
Here is a tip for people.
It is prudent as a GM to have a pretty good idea of what
various NPCs are named, and perhaps a little background on
them, before your players ask. Inevitably in any game,
players will pipe up and ask you for these sorts of details
on an otherwise unimportant "extra" in your game.
It does no good to a game to have a bartender described to
the characters as a middle aged, slightly overweight,
Japanese Man...only to fumble around with his name and end
up calling him "Bob".
There are many good books on this, and my advice to GMs is
to get their hands on one of these before they begin, if
possible.
I recommend the "Character Naming Sourcebook" put out by
Writers Digest. It is filled with ideas on character names,
dividing them up by ethical origin and gender. The
bartender will take on a whole new life of his own if you
can give him a good Russian name that doesn't end in "ov".
And then, not all Arabic characters in your game will be
named "Abdul" or "Jasmine".
If you are not prepared to shell out that sort of money for
a source book, you can go far with one of those little "Baby
Name Books" that can be picked up in the magazine stands at
the cashier of your local grocer.
And failing that, a phone book can provide many inspirations
in character naming as well. In this case, I would
recommend that a GM go through the book well ahead of the
game and jot down names that strike him. That way you
aren't fumbling with that unwieldy book in the middle of a
game either.
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