• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

How To Be Evil

From Sauron to Vader - These are great villains. Great for different reasons, but nonetheless evil, powerful, and almost (but not quite) unstoppable. What are the great villains in D&D?

From Sauron to Vader - These are great villains. Great for different reasons, but nonetheless evil, powerful, and almost (but not quite) unstoppable. What are the great villains in D&D?

So you’ve got Sauron, and you’ve got Saruman.

You’ve got the Emperor, and you’ve got Darth Vader.

There’s Voldemort, and Bellatrix Lestrange (and Lucius, and Quirrel and Snape and…)

These are great villains. Great for different reasons, but nonetheless evil, powerful, and almost (but not quite) unstoppable.

What are the great villains in D&D?

Oh, sure, we’ve got Strahd looking out over the moors. And there’s Acererak squatting in some ruins. And more demon lords and devil princes than you can count. But these villains rarely attain the level of personal and intense wickedness that some of our favorite antagonists gain. How many tables have actually fought Demogorgon, or cared about Strahd’s back-story, or even bothered to ask what was up with that skull that kills people in the tomb? They might be awesome characters, but how do they fall out in play? Are they significant and mighty, driving the action and challenging the characters, or are they just another bag of HP to beat until it stops moving?

It’s hard to cultivate a truly significant villain in a game where part of the assumption is that most anything you meet that you want to kill will probably be dead in a few rounds (or that you will be). There’s little room for exposition, little space for unfolding plots, and we can always count on our movie and book protagonists to be more stupid and helpless than our heroic D&D characters could ever be.

But, it is possible. So let us make it a little easier.

The Metagame Function of Burning an Orphanage
For the moment, we’re going to set aside things like character motivation and history, and instead look at this from a functional standpoint. In a work of fiction, be it movie or book, what is the functional effect of a good villain? What does one do?

You can see that in all the non-D&D villains mentioned above, that they have an active agenda that they pursue over the course of the work. Sauron is going to conquer Middle Earth. Palpatine is going to conquer the galaxy. Voldemort is going to rule the world. These goals are eerily similar (to the point of stereotype), but it already distinguishes them from the likes of Strahd and Demogorgon, who generally just sit around being evil in their lairs.

Sitting around in a lair is, though, a great set up for a dungeon crawl. I mean, what better MacGuffin to cram into the hidden room deep within the trap-strewn layer than one that you can kill and then take the stuff of? “There’s some evil hanging around somewhere over there, go kill it,” is for D&D games what “The princess has been kidnapped!” is to videogames, but almost even MORE of an excuse plot.

But the great villains in our media don’t just sit in their comfy thrones waiting to be deposed. They are active forces for evil and horribleness in the setting. They do things. In fact, they do things that are, as far as the villain is concerned, destined to succeed.

That activity can change the dynamic of a game pretty significantly. If the villain is a bad person who once burned an orphanage and now is just sitting around plotting somewhere, you can go slay her whenever you get around to it – it becomes something your characters can choose to do (or not). Alternately, if the villain is actively burning down orphanages in some sort of crazy plot to use the ashes of forsaken children to make herself immortal (or whatever), reacting to that villain becomes much more imperative for the PC’s. Suddenly, every night not spent hunting down the Orphanage Arsonist is another potential dozen dead orphans on your hands.

It should be noted that this change in tone is one of the big differences between a sandbox-style, character-focused game, and a more narrative-style, event-driven game, and so it isn’t always a welcome change. Some people might see it as a DM takeover! But there are ways to have the best of both worlds: an active villain that the PC’s have some role in defining or opting into.

Goals for Goombas
Good villains take action to accomplish their mission. But what is their mission? Sure, sure, rule/destroy the kingdom/world/universe/reality, we all know that, but what’s their plan for doing that? What do they need to do to pull that great feat off? And WHY? You know, normal people generally give up on nihilism and power fantasies.

So your villains, like your PC’s, can have goals. If you use the system for PC-chosen goals in my previous article, you can actually add some systemic coherence to what your villains do, and help you guide how the party can fight against them.

If a PC’s goal has three supporting parts (the origin, the legacy, and the three steps need to attain the legacy), the villain also has a goal defined by their origin, the legacy they hope to lead, and the steps needed to attain that legacy. What changes about the villain’s goal (in comparison to a heroic goal) is that the legacy they leave is undoubtedly not great news for most other people in the world.

For instance, you can have a villain with the Wealth goal. The origin can be ported wholesale: they started off poor, just as a PC who wanted that goal would start off. Only, the legacy they wish to leave is perhaps one where they held all the wealth in the kingdom, reducing everyone else to the state of poverty they have fled from. This goal doesn’t just involve finding great treasure or dodging some debt-collectors, but instead involves taking others’ wealth (such as by bold robberies or establishing a cruel monopoly). There’s steps on the road to this goal that the villain can undertake, as well.

Generally, the PC’s only get involved at the final stage of the villain’s plans. If our wealth-seeking villain is bent on leaving a legacy of poverty for everyone else in the kingdom, they may be planning on destroying the house of the local lord with their bandit gang. The first step would be for the poor villain to establish a bandit gang, then to weaken then town guard, and finally to strike at the lord’s fortress itself, hoping to kill everyone inside and take the valuables for herself. The PC’s aren’t likely to get involved until this Bandit Queen is already threatening to destroy the local lord, with the town guard in disarray, and the highly organized bandits massing outside the fortress’s walls.

The steps required for the villain to achieve their goals, though, can be the same steps required for the party to truly defeat the villain. Because goals have an effect on the broader world, killing the Bandit Queen alone isn’t going to protect the kingdom – it just creates a power vacuum that the nearest bandit with a Wealth goal can occupy, with three steps already accomplished. Cutting off the hydra’s head like this just creates copycats, because it doesn’t take care of the underlying structure that gave rise to the villain.

So the PC’s are invited to defend the fortress, strengthen the town guard, and finally to break up the bandit gang (by killing the Bandit Queen). Hey presto, you’ve got adventure enough for at least one night.

As a bang-on effect to using villainous goals, your villain can gain some strange similarity with the PC’s. A villain that wants wealth coming up against a PC that wants the same thing can be a compelling adventure, because the PC can understand and sympathize with the villain’s motives and goals, but ends up opposing the villain. In this way, you can even have compelling “Good vs. Good” or “Evil vs. Evil” adventures that can add some shades of gray to the setting. Maybe the lord that the Bandit Queen is intent on overthrowing is a despot who causes the poverty that gave rise to her (and to the PC). The Bandit Queen’s legacy clearly doesn’t allow for the PC’s legacy, but perhaps one or the other could change their goals…perhaps after meeting the PC, the Bandit Queen sees the error of her ways and joins the PC in a drive to accomplish his goals. Perhaps after meeting the Bandit Queen, our fairly amoral PC thinks that killing the lord and ruling alongside the Queen might be fun. Either way (or even if they simply come to a head), the goals of each will help define each other more deeply.

There’s more you can do in this direction, too.

tumblr_lw80vfKeXS1qaselw.png

His goal is Moustache-Tiwrling.

Mirror Reflections
In addition to having their own goals, and being active, most good villains exist almost explicitly to oppose the heroes in what they do. It’s easy to see why most people wouldn’t want to be destroyed or live in a world ruled by a tyrant, but more subtly, compelling villains can be the ones standing between the character and their own legacy.

The goals of the PC’s can come into play here more directly: somehow, the villain is linked to the three steps necessary to accomplish the PC’s goal.

So, that Wealth-seeking hero is going to have three steps to accomplish their goal: pay off the debt, get some property, and strike it rich. The villain can come in as a roadblock for each of those. Perhaps if the Bandit Queen above is the villain, the hero owes the bandits money, can save a farm from bandits (the family then rewards them with the deed to the farm), and finally is offered a great reward by the local lord…to slay the Bandit Queen.

This method makes it fairly easy to develop a villain that all characters in the party are interested in fighting against, simply because accomplishing their goals requires it. If the party also consists of a character with the Peace goal, perhaps the three steps are to defend against a bandit raid, to lead an assault against the Bandit Queen, and finally to force the bandits to disband. Now, we’ve got two characters who both want to put an end to the Bandit Queen for their own reasons.

This becomes even more potent if the Bandit Queen is somehow responsible for the character’s origin. Perhaps bandit raids are one of the main reasons the Wealth-seeking party members’ family was so poor (they were humble merchants constantly being shaken down), and one of the main reason the Peace-seeking character was so scarred by violence (he saw his parents slaughtered by bandits).


Sandboxing the Storyline
So, now you have a compelling villain, who is active in the world, and who even reflects the PC’s in some twisted way. How do you avoid making the players feel railroaded into a confrontation, here? The bandits are beating down the gates, how can the players possibly opt to explore the world for the MacGuffin instead?

Well, the truth is, if your villain is compelling, this likely isn’t even much of an issue – the players’ goals will be to achieve the characters’ goals and the characters’ goals will line up with fighting the villain and hey presto, everything works.

But really, the methods needed to achieve the goals aren’t set in stone, and, as noted above, sometimes a villain and a PC may share a goal, or change each others’ legacies. What you can do is basically decide what will happen to the villain’s plot if the PC’s do not intervene.

The guidelines above assume the villain will achieve their ends if the PC’s do not intervene, because that makes for a great story: the PC’s are the only ones who can save the kingdom!

But perhaps there are other forces opposing the villain, other adventurers, other forces for good in the world. Maybe your campaign’s Elminster can handle the Bandit Queen “offscreen” if your PC’s are more interested in exploring the Grim Mountain. For an ongoing world, where the PC’s aren’t “meant” to be the Heroes (but may become them), this can make more sense than having the PC’s be the only ones able to thwart the villain. And you still have the option to turn an individual villain into something that ONLY the PC’s can stop, either by coincidence of proximity or by special relationships (it takes someone who understands the drive for wealth to undermine the Bandit Queen!).

It can also be interesting to roll with the idea that the villain is successful, though this can feel like punishing the PC’s for not jumping at your plot hooks. If the PC’s come back from Grim Mountain and the Bandit Queen has taken over the kingdom, maybe their job just got that much tougher! As long as your players are clear about the consequences of their actions, they can make informed choices about what they want their characters to do – some would love to overthrow a successful bandit queen.

It’s also true that if you use PC goals to inform your villain that, in creating their characters, the PC’s are essentially also creating their antagonists. This can be made explicit up-front: perhaps the origins explicitly reference the villain, or involve the first few stages of the villain’s plot somehow.

Give Me Your Wickedness
So, that’s more time spent on villains than on characters! I hope it sounds interesting. Let me know what you think! Give me some of the effective villains you’ve used in the past have done, how they’ve been more than just dudes sitting in dungeons waiting for death.
 

log in or register to remove this ad

Morrus

Well, that was fun
Staff member
My favourite villain was an 8-yr old girl called Alice who didn't know she was a villain. She was sweet as pie; but she was also the literal embodiment of evil. The PCs (especially the paladin-like ones) didn't know whether to protect her or destroy her! That campaign never reached a conclusion, but I had ideas of the (good) PCs fleeing the established good agents of the world with the embodiment of evil in tow. I'm not sure how I'd have resolved that one though.
 

Quickleaf

Legend
Mirroring is a great word for it! Sadly, it mostly depends on having players who are more pro-active and willing/able to define their characters (rather than fill in the race and class bubbles and roll for stats). After all, a mirror of a Question Mark is a Question Mark. I say sadly because most of my players over the years seem to be of that variety. ;)

Still I tried to do something that, in retrospect, maps to this idea pretty well. At the outset of a campaign I gave everyone the following ultimatum about character creation: "You all really don't like the Evil Prince in line to inherit the throne, so much so that you'd take some level of action to oppose him." I had my own notes, roughly a 3-pointer, about what the Evil Prince wanted to achieve, but I also tweaked and adjusted based on feedback from the players at the start of the campaign:

  • Artificer - his uncle was locked in the Prince's dungeon
  • Barbarian - her people had been forced out of the kingdom to marginal lands by Prince's army
  • Bard - opposed Prince's tyrannies and race discrimination on moral grounds and was fomenting resistance
  • Invoker - had a vision that the Prince would cause bad things to happen if he took the throne (I added this)
  • Paladin - investigating Prince's hiring mercenary monsters (I added this), the same monsters that destroyed his order
  • Rogue - hated the Prince's right hand man, her wicked rogue mentor
  • Swordmage - her parents were betrayed by a sorceress lover/ally of the Prince
This helped me establish that the Prince had military support (redshirts) which he was using in small theatres to control the kingdom and root out "undesirables", as well as a secret dungeon where he was putting dissidents who challenged his right to rule. The Prince was a big flaming racist who wanted a pure human kingdom and was creating racial ghettos and prejudiced weapons-bearing and travel-permit laws; in response a burgeoning resistance was forming. However, because he was still accruing power and didn't have the throne yet, he had resorted to dealing with unsavory types: a master thief to help him with some assassinations, blackmail, and forgery of a will, as well as hobgoblin & bugbear mercenaries to do dark deeds he couldn't command those units of soldiers loyal to him until he took the throne. Finally, the Prince was seeking out his bastard son who he'd learned fulfilled a prophecy of a rebuilt kingdom after a time of strife from his sorceress lover; the Prince himself put little stock in prophecies, rather he intended to leverage his bastard to manipulate the public eye.

Et voila! A villain was born who lasted for 10 levels of gaming. :)
 
Last edited by a moderator:

I'm A Banana

Potassium-Rich
These villains sound awesome. :)

Quickleaf said:
Sadly, it mostly depends on having players who are more pro-active and willing/able to define their characters (rather than fill in the race and class bubbles and roll for stats). After all, a mirror of a Question Mark is a Question Mark.

You should have them pick a PC goal a la last week's article! They're meant to take care of this precise problem
 

Quickleaf

Legend
You should have them pick a PC goal a la last week's article! They're meant to take care of this precise problem
This was 2008, before your article! ;) Maybe I should shave provided them with a list?

IME some players just don't role-play in the "getting into a character's head/story" sense; they just want to make bad jokes, eat snacks, and roll natural 20s. Ain't nothing the DM can do to get them to role-play, and it's a waste of energy to try. I learned to accept these sorts of players are far more casual than me, and my lower expectations increased my enjoyment of their small-mindedness :D
 

Janx

Hero
This was 2008, before your article! ;) Maybe I should shave provided them with a list?

IME some players just don't role-play in the "getting into a character's head/story" sense; they just want to make bad jokes, eat snacks, and roll natural 20s. Ain't nothing the DM can do to get them to role-play, and it's a waste of energy to try. I learned to accept these sorts of players are far more casual than me, and my lower expectations increased my enjoyment of their small-mindedness :D

Let's say you're group is playing this "goal-oriented" D&D instead of normal D&D. Meaning, it's in rules and on the character sheet. You have to pick a goal (one of 5 choices), just like you have to pick an Alignment and a Race.

Would that sort of solve it?

Obviously, I don't see the problem. I chose "Wealth". In order to "win" I have to pursue opportunities for wealth that aren't stupid while also supporting my team mates as they pursue their goals.

It seems like any other game, I actually got to choose my goal, instead of being forced to race around the board until I have all the money.

I'm not sure how any group can be so casual that they fail to do that while trying to "bad jokes, eat snacks, and roll natural 20s"
 

I'm A Banana

Potassium-Rich
I think part of making the goals explicit, and tied to things like the quest-and-treasure cycle, is to make getting into the character's head a more natural part of playing the game. Yeah, not everyone likes to be totally in character, but they'll play a dwarven fighter or an elven mage and do all the in-character things that this entails (like attack monsters and cast spells).

Adding a goal is one way to make it very natural to do a thing. If your goal is Wealth, and you overhear a guy in a bar talking about a fabulous treasure guarded by nefarious traps, it should be pretty clear that Tab A goes in Slot B, even if you're not deeply in character. "Oh, hey, treasure? That's what my guy wants!"

It's not too tough to make this more mechanistic, tying XP and GP and special abilities and magic items to this, either, to even drive it further home.

I think my experience in playing with newbies who need a bit of prodding to do in-character stuff has helped shape my use of these rules. It's the stuff natural role-players kind of do anyway, but that people who've never played D&D before might not.
 

Janx

Hero
It can also be interesting to roll with the idea that the villain is successful, though this can feel like punishing the PC’s for not jumping at your plot hooks. If the PC’s come back from Grim Mountain and the Bandit Queen has taken over the kingdom, maybe their job just got that much tougher! As long as your players are clear about the consequences of their actions, they can make informed choices about what they want their characters to do – some would love to overthrow a successful bandit queen.

I think this opens up an interesting side debate about GMing.

Is the GM allowed to initiate or instigate trouble that the PC inherently have to resolve for their own good?
If yes, is there a limit to how extreme/often that can be used?

I don't think it's a controversial deal that if your goal is Wealth, I make a wealthy "villain" that will give you opportunities to take his money. I'm just supplying content.

I think some folks object when their goal is Wealth, and I make a Villain who is intent on destroying civilization (your wealth included) which pretty much means putting your plans to rob the mayor on hold because the end of money is very nigh.

But the counter to that is that sometimes terrorists hijack a plane and crash it into a building that you were busy holding the most important meeting of your plan to negotiate a corporate takeover, so you don't get to role play that meeting, instead you get to race to the exit to escape a collapsing tower.

So what's a fair allowance for a GM to throw in his "unrelated" events/villains?

I am pondering whether a system or metric could be devised to limit/throttle how much trouble a GM can throw at a party at a time. Like a budget per adventure and for the overall campaign.

As a player, I've seen the worst of it under an otherwise good GM, where the party had to deal with constant GM-instigated problems that made sense in the context of the campaign, but left absolutely no room for the PCs to pursue their own goals. We had fun, but it got draining.

As a GM, if the players are initiating action, pursuing goals, then I think the GM should be making mostly opportunities that fit those goals (with challenges within them) and infrequent threats to their existing situation, (where the PCs must deal with problem or suffer bad things). In my view, the players are being active, I don't need to "punish" them or distract from their goal. After all, they are inspiring me to make content they will pursue.

If the players are being passive, just sitting around, that's when it may be more acceptable to instigate trouble that they need to deal with. After all, they're not pursuing a goal or opportunity that fits the goal they claim to have. they've effectively relinquished their right to control what happens next in the Macro sense.
 

Stormonu

Legend
A lot of times in the games I've run, character backstories aren't there at the start, but they instead get built as the player becomes more attached to their character. Likewise, I've had many an occasion where character's actions end up making someone into a villian with real reasons to hate the PCs, and a desire to make that grudge personal.

As for villians I've used, my favorite has always been Strahd. But of course, several times that I've used him, he isn't brooding in his castle waiting for the PCs. He's come after the party, brutally. While he might not have the power to take the whole party on at once, he can make their lives miserable. Dropping a cloudkill to creep in under the door of the room the party is sleeping in. Turning NPCs the party got help from in the town into vampires and siccing them on them party. Kidnapping a lone PC guard at night, mesmerizing him and sending him back with orders to await further instructions - and so on. Basically, hitting the players where it hurts, and below the belt whenever possible - but, in a way that follows the game's rules.
 

LostSoul

Adventurer
I think there's a slight tension between some XP systems and PCs vs. bad guy plots. Sometimes the best way to disrupt a NPC's plot leaves you with little XP.

For example: In my current 3E game (Return to the Temple of Elemental Evil) I wanted to give the players a lot of choice as to how to defeat the Temple's plot. Which meant that I needed to actually give the NPCs things to do and avoid the module's linearity. I knew that "smart" decisions - such as not fighting your way through hordes of flunkies - were actually poor ones because of how the XP system works. (I think it even says in the module that the big dungeon is there to make sure the PCs have enough XP to face the temple's top brass.) In other words, grind.

I estimated how long the dungeon crawl grind would have taken, then I gave the NPCs tasks to complete that would take about the same amount of time. Then I set XP amounts for disrupting those events equal to the amount of time the PCs were taking away from the NPCs (based on the grind metric).

So far it's worked out: the PCs have avoided fighting for the most part, instead choosing to disrupt the temple's activities and setting them against each other. When the temple's brass took notice of them, they had enough XP to deal with it.
 

Remove ads

Remove ads

Top