So, Fridays will likely be for big bads. That is to say, rather than some monster that you might run into in droves, this segment focuses on villains, boss monsters, and motivations for said forces of evil.
Today it is about the creation of a memorable villain. No matter what, we as GM ALWAYS struggle with making a cool villain that is worthy of the party; for what defines a group’s awesomeness and heroic nature better than a villain of commensurate dastardliness?
Take for example a villain that I employed in a Rifts campaign. I was running a game that paralleled the then big plot push that went with Siege on Tolkeen. I was running two games in tandem for both sides of the war. Today I will focus on one side, being the military based campaign of Coalition States soldiers* fighting against a wizard city-state.
But the villain here wasn’t a wizard war band nor a marauding elemental. It was racism.
The Coalition States modus operandi was largely predicated on the superiority of humans, despite a lot of contradictions**. But the players weren’t fighting racism in the traditional sense. Rather, they faced it through tough choices made in the field as they decided how to act on their orders; Orders given by a commanding officer by the name of Captain Mauler.
Mauler was the embodiment of their struggle with racism. Did they give in and follow orders to the letter, or let their decency shine through and break ranks? It made for an interesting campaign, with a lot of poignant moments and choices.
And rather than posting stats for Mauler***, I’d rather talk about how I made him stand out. He had stark white hair, and wore a chiseled scowl. He was calm in a way that was unnerving, like a stalking jungle cat. Everything about him was severe, embodying his inability to yield to a point of view, with echoes of Captain Beaty from Farenheit 451****.
If you have a villain, sometimes it is best to have him be inaccessible but prominent. It could be a magistrate that interacts with the players early only to seek revenge for a perceived crime spree that they didn’t really commit. It could be a dragon that masquerades as a human, spurned by some social interaction and driven to follow the group closely before a fateful encounter.
But above all, the presentation needs to be definitive. A good villain needs style, motivation, and purpose. Without any one of those things, the villain falls flat as just another obstacle. But with all three of those elements, you face a villain that not only challenges your players, but the themes of the story as well.
What convictions drive a man to excel at brutality against non-humans? Can he be convinced to see a different way? If not, what do you as a soldier do to reconcile his egregious nature with your desperate grip on morality? Alternately, what might you do if you fall in line with his sensibilities?
A good villain begs questions like this.*****
*Basically, the “federation” from the Starship Troopers, including the psychic elements.
**Such as “employing” mutant dogs and psychic mutants.
*** It would be kind of pointless.
**** Though I had yet to read it.
***** On a somewhat related note: Kekfa > Sephiroth.