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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #100
Nitty-Gritty Villain Tips
Contents:
This Week's Tips Summarized
Nitty-Gritty Villain Tips
- In The Villain's Mind, There Is No Good Or Evil
- Things That The Party Does Wrong, The Villain Does Right
- Give The Villain A Strange Romantic Attachment To The Party
- Work The Villain Into As Many Things As Possible, Make Him Well-Known
- The Villain Is Probably Capable Of Killing The Party Members, But Doesn't Want To
- The Villain Returns Again And Again
- The Villain Should Provide A Service That The Heroes Occasionally Need
- More RoleplayingTips.com Villain Resources
Readers' Tips Summarized
- Generate A Fantasy RPG Map With Photoshop
- Three Types Of Players
- Change One Attribute To Foil Meta-Game Thinking
- Combat Hit & Miss Descriptions
Return to Contents
A Brief Word From Johnn
#100!
Who would have thought we'd get to issue #100? It was a team
effort though, that's for sure. Thanks for all the great
tips, either as responses to requests in this ezine, or just
out of the blue--all of your fellow subscribers and I are
very appreciative! I hope we can continue together like this
for another 100 issues.
Rather than spending time reflecting on the past 100, I'd
like to briefly cast my gaze forward to the next 100. We're
nearly 10,000 GMs strong here now, and that's amazing. And I
believe we've barely tapped the potential tips, refined
tips, and improved tips that are out there.
I don't have any major changes planned. According to the
feedback emails I get from you, things are fine. I enjoyed a
couple of recent critiques, such as "issues becoming too
theoretical/conceptual without the meaty stuff", and "you do
not acknowledge GMs of other game systems and genres". I'll
be working on improving in those categories. Feedback and
critiques are always welcome.
I'd love to see more guest issues in the next 100. I
certainly don't know everything about GMing, and one of my
weaknesses is my nearly exclusive D&D background. Advice and
tips from other GMs means more sharing from different
perspectives and backgrounds that would ultimately benefit
us all.
New Submission Guidelines - With 20 Topic Requests
I've revised the Submission Guidelines to hopefully
encourage more guest articles. Chopped out the fluff, added
specific Topic Requests, and changed a few things. Guest
articles are a great way to publicize your company or your
writing talents, and non-published authors are more than
welcome.
Get the new submission guidelines by autoresponder by
sending a blank email to:
submissionguidelines@roleplayingtips.com
#100 Special Treat: All Back Issues Now Available For
Download
Thanks to Chris Van Tighem, we now have all 100 issues
available for download!
Here's the link to the downloads page (this link is not
advertised on the site):
http://roleplayingtips.com/downloads/
Warning: requests might be slow early in the week
because of traffic volume. If you get a Page Unavailable
error, try again later in the week. Thanks again Chris!
A toast: lift your goblets and congratulate yourselves on a
job well done. Here's to another 100!
Warm regards,
Johnn Four
johnn@roleplayingtips.com
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MORE ROLEPLAYING ARTICLES & REVIEWS AT MY OTHER SITE
http://www.roleplaygames.about.com
New This Week:
7 Keys to Starting a Successful Campaign
http://roleplaygames.about.com/library/weekly/aa112201.htm
Review: Sengoku: Chanbara Roleplaying in Feudal Japan
http://roleplaygames.about.com/library/blsengoku2ed.htm
Return to Contents
Nitty-Gritty Villain Tips
Guest Tips By Strider Starslayer
Johnn,
Your villain tips are truly good ones that I have used;
however, they are mostly for the more 'classical' villain,
the type that the party is expected to fight and who has an
'evil' aura. I have developed my own villain archetype for
more serious and 'gritty' style games, where the lines
between good and evil are not always clear...
- In The Villain's Mind, There Is No Good Or Evil
Villains live by a more esoteric code. For example, in my
own campaign the villain wanted to defeat 5 demons who were
going to destroy the world; that's a good thing. He used
everything from virgin sacrifice, to self mutilation, to
killing things that he loved to do it; those are bad things.
Leading such a strange life left him with some permanent
psychological problems: he was a sadist, and enjoyed
catching young females to torture them, just to make sure he
had a ready supply of virgin's blood.
[Johnn: other examples, from a villains point of view:
- "They made me do it."
- "The winner gets to write the history books and declare
who was supposedly good and who was supposedly evil."
- "The end justifies the means."
- "You have to look at the big picture, the 10,000 ft. up
viewpoint."
- "They would've done the same things if they were in my
shoes."
The roleplaying lesson here from Strider is that, when
playing and planning villainous plots, discard your own
modern, humanistic values and logic, and flesh things out in
a way that's congruent with the twisted and tortured mind of
your villain.
A nitty-gritty villain does not necessarily see himself or
his acts as evil. He finds some way to internally justify
things, swallow that bitter pill, and possibly even figure
out a way to enjoy it.]
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- Things That The Party Does Wrong, The Villain Does Right
For example, if the PCs kill someone in cold blood rather
then having to deal with them in the future, have your
villain bring them back.
[Johnn: other examples:
- The villain makes allies out of the enemies that the PCs
make.
- If the PCs are amoral and disregard the law, the villain
sides with the law and uses that against the PCs.
- The villain fixes the problems the characters create, and
wins popularity or sympathy.
- The villain knows the importance of gathering intelligence
and creates extremely detailed dossiers on each PC for
future use, while remaining an unseen and unknown enigma to
the PCs.
- The villain gets there first. :)
- The villain weakens the relationships between the PCs and
their allies, while strengthening the relationships with his
own allies, flunkies, and pawns.
Conclusion: during game play, be on the lookout for any
mistakes that the characters make and try to find a way for
the villain to capitalize on those opportunities.]
Return to Contents
- Give The Villain A Strange Romantic Attachment To The Party
Maybe he was masquerading as a normal person before they
figured out the depth of his evil. Maybe he has a 'Hannibal
Lector' style of attraction to one of the party members.
[Johnn: this tip is a great one, as it creates a good answer
to the old question: "if the villain is so powerful, why
doesn't he just wipe out the PCs?"
Other examples:
- The villain is secretly related to a PC (i.e. Darth Vader).
- A PC is the key to the villain's plans (i.e. PC's tattoo
is actually a map).
- The villain sees a younger version of himself, say 20
years ago, in a PC.
- The villain believes in a prophecy that seems to indicate
the PCs are important to his machinations.
- The villain respects or admires the PCs.
- Watch the movie "Unbreakable" for an idea or two.]
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- Work The Villain Into As Many Things As Possible, Make Him Well-Known
If a common thug has a magic sword, he bought it from the
villain. If a demon gets summoned by an amateur and levels a
city, the scroll came from the villain. If one of the party
members is poisoned, the poison was originally manufactured
by the villain.
Return to Contents
- The Villain Is Probably Capable Of Killing The Party Members, But Doesn't Want To
The proper order for this type of villain is: Seducer,
Corrupter, Merchant, Torturer, and then Murderer.
[Johnn: this is an excellent tip! Take one of your
campaigns' villains and start him/her at the Seducer stage.
Ask yourself, how can my villain seduce the PCs into an
alliance or joining my cause, knowing my players and their
characters the way I do?"
As soon as the PCs foil the villain's plans, either:
- Make a new plan with the same goal (i.e. Seduction)
- Move on to the next step (i.e. Corrupter) and make a new
plan.
That list is a great tool for letting your villain return
again and again without letting things become stale because
you need to change the villain's goals and methods at each
step. Cool!]
Return to Contents
- The Villain Returns Again And Again
Though every bit as vulnerable as a normal human, and easy
enough to kill, the villain has an annoying habit of being
able to come back. For example:
- He keeps an obscene number of braintapes around that auto-
activate into a blank clone if not updated weekly.
- He's created several simulacrums that he regularly
downloads his memories to via some esoteric spells.
- He has fought his way out of hell once and could do it
again.
Return to Contents
- The Villain Should Provide A Service That The Heroes Occasionally Need
He's the only mage who will deal with resurrection magic,
the only alchemist who can produce the rare potion that can
keep one of the party members alive, he buys magic items--no
questions asked, he sells rare and deadly magic items, he
does enchantments--anything that the party will regularly
need.
Return to Contents
- More Roleplaying Tips Villains Resources
5 Tips To Creating A Truly Evil Villain
http://www.roleplayingtips.com/issue14.html
A Quick & Dirty Guide To Creating Great Villains
http://www.roleplayingtips.com/issue26.html
6 Devious Villain Tactics
http://www.roleplayingtips.com/issue27.html
Exit Stage Left: How To Plot Your Villain'S Demise
http://www.roleplayingtips.com/issue28.html
Vile Villain Servants: 6 Flunky Tips
http://www.roleplayingtips.com/issue29.html
Readers' Response: 14 Great Villain Tips
http://www.roleplayingtips.com/issue30.html
Article: Hierarchy of Evil by Malcolm Hays
http://www.roleplayingtips.com/articles/hierarchy_of_evil.php
Article: Writing The Effective Villain by Ruth Kerce
http://www.roleplayingtips.com/articles/writing_the_effective_villain.php
Return to Contents
Summary from Strider:
Altogether, these tips make for a very persistent villain,
the sort of behind-the-scenes creature who must always be
dealt with, not simply slain.
Tips Request: "How To Roleplay Servants Better"
How about a Roleplaying Tips issue devoted to ideas on
roleplaying minor NPCs, such as servants? These NPCs are
usually created on-the-fly, and can potentially have a large
impact on entertainment and session atmosphere if GM'd well.
For example: use contrasts. Give the waiter in the posh,
expensive restaurant a trash-mouth and vulgar demeanor, and
give the "wench" who works at a greasy spoon on skid row a
university education and impeccable service.
So, tell me any and all of your NPC servants tips,
personality and roleplaying ideas, and advice.
Send your tips and thoughts to:
johnn@roleplayingtips.com
Thanks! :)
Return to Contents
Readers' Tips Of The Week:
- Generate A Fantasy RPG Map With Photoshop
From: The D&D List @ http://www.wizards.com
Here is a link to a Photoshop "action" designed to help
create a world map for a fantasy RPG campaign. It will
randomly generate a stylized map that can be used as the
basis for a campaign world.
This mapping utility is free to use and requires Photoshop 5
or higher. I'm uncertain whether it's Mac compatible or
not...
http://www.geocities.com/mikemc_can/
- Three Types Of Players
From: Dariel Q.
[In response to Roger H's tip in #99:
http://www.roleplayingtips.com/issue99.html#r2 ]
Hi Johnn,
My group and I came up with a fourfold classification:
- Internalizer
- Externalizer
- Tactician
- Jester
Though we refer to them as player types - acknowledging that
any one player is most likely to be much more of one type
than any other - any gamer is likely to have a little of
each in them.
- Internalizer
This player is out to live in his character's shoes for the
duration of the game. He wants to feel like another
person, in another place and time, so he makes very detailed
characters, delves deeply into their personality and
background, and other such details so that when something
happens, he'll be able to feel and think as his character
should. In short, he's trying to "internalize" his character
concept. He is the player most likely to be disturbed by
others consistently going out of character, or by things
happening which break his suspension of disbelief, since
these put barriers between him and his character.
- Externalizer
This player wants to express his character concept in terms
of actions and words. It doesn't matter for him so much to
be able to internalize his character concept as to be able
to externalize it. To this end, he is likely to want to know
as much of the milieu as possible, so that his expressions
fit; this is the kind of player who will really try to talk
in Shakespearian English if you're playing in an Elizabethan
milieu, that sort of thing. This kind of player is apt to be
a good roleplayer - because he puts effort into it - but may
also dominate a game if the GM doesn't watch and control the
amount of "airtime" each player gets.
- Tactician
This player's objective is a) character survival, and b) mission
accomplishment. This is the player most likely to go meta-game
with respect to character crafting and play. He will design his
character so that he will have very high ratings in those
abilities that he expects to "win" the game with. The most
direct-thinking Tactician types will usually maximize for combat;
but you can have more subtle types who raise their character's
Charisma to incredible levels or use powerful but subtle magic to
get their way. Don't knock the Tactician as just being a
munchkin, though - there's a bit of Tactician in all of us, and I
think it's necessary; after all, we are playing a game. The way
to deal with the Tactician, I've found, is to give them multiple
goals so they can't just identify one and max out their character
for it.
- Jester
This player is out to just have fun, and usually at someone's,
or something's expense; another player, the GM, or the game
itself. There's a little bit of Jester in all of us, but
allowed to reign unchecked, the Jester is likely to destroy any
kind of serious game by just not taking anything seriously
enough. Personally, I find Jester-type players the hardest to
deal with; I like having a lot of laughs, but I prefer not to
have them while I'm trying to run a serious scene or resolving
another player's action.
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- Change One Attribute To Foil Meta-Game Thinking
From: Sam M.
I started running a game for the first time almost one year
ago. The players haven't run off yet, so I'm taking that as
a good sign! During the past year I've used the tips other
GMs have submitted liberally, and I can't tell you how much
it helped. I wouldn't have made it without you guys!
Anyway, on to my suggestion. I don't really have a problem
with meta-game thinking in my group, but I do have one
player who has a hard time keeping player-knowledge out of
the game. One very simple thing I do to prevent this is
to change the names of common monsters. Orcs become graug,
hobgoblins become rukken, etc.
Taking this one step further, I also change one minor
attribute for each monster, thereby making it a little more
original. For example, in most settings, orcs dislike magic;
but in mine, graug(orcs) have innate magical capabilities,
further breaking the stereotype and fostering a sense of
immersion.
Well, thanks for all the great tips!
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- Combat Hit & Miss Descriptions
From: Michael S.
Johnn,
I noticed the last time I was GMing that I was having
trouble during the fight scenes coming up with creative and
exciting results for the players' dice rolls (whether hit or
miss). I don't know if I was tired, or just having an off
day, but I decided to make a chart to help in the future in
case I get stuck.
So far, each chart (one for hits and one for misses) has
only 10 descriptions, so roll a D10 and get a combat roll
result description!
Perhaps other GMs have done something similar, or maybe
readers might enjoy the chance to add to the charts. The
more descriptions the better!
Hit!
- Your weapon slashes through your opponent's
defenses!
- Your weapon meets with flesh!
- You have pierced his/her/its side.
- He/she/it attempts to parry, but fails!
- Your blade/mace/etc sings in the air, and draws blood!
- Your skill proves superior as your weapon finds its mark.
- A powerful blow to his/her/its side/head/arm/leg/torso.
- Your strike passes through armour, wounding your opponent.
- Your opponent tries to duck, but isn't fast enough.
- You tear/smash through flesh, bone, and muscle!
Miss!
- Your blow is deflected.
- Your opponent dodges the attack!
- Your blade/mace/etc sings in the air, but just misses.
- He/She/It blocks the blow with a shield.
- He/She/It parries the blow.
- Your weapons meet in a crash of steel/wood.
- Your strike meets unyielding armour.
- Your weapon misses the mark.
- Your opponent ducks at the last minute and survives to
fight on!
- You're not fast enough, and he/she/it moves out of
the way.
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