[RPG] How to create a great fantasy villain that inspires the party to rally against them

fantasynpcsystem-agnosticvillain

In my early years of GMing it was simple enough to say that the badguys were evil and that was all the justification we needed. They are attacking the village because they are evil, they are stealing the princess because they are evil, etc.

Over time, my group needs have grown to need more complicated and detailed villains. It is important to consider motives. What is it that defines them as 'evil' to the party? In terms of a fantasy setting, what would you consider to be an interesting villain?

What qualities make a villain that inspires your party to rally against him? What kind of villains have worked for your games in the past?

Example:

A member of nobility is using trade connections to move valuable pieces of art into another country that is secretly paying him quite well and is framing a member of the party to take the fall. In addition, someone important to the party member has been taken hostage with a promise of release once they party member takes the blame for the crime.

Best Answer

An interesting villain has:

  • Motivations for doing what he does. There's this cliche, "nobody thinks of themselves as evil." That's not true for all settings, but I think it is fair to say that very few villains are just evil for the sake of cackling. So you should figure out what's driving your bad guys.
  • Shades of grey. The degree depends, again, on the setting and the genre. However, if you want your players to really think about the villain, there ought to be a few things about him that don't meet their expectations. Maybe the example noble wants to both make money and save the art from danger.
  • Reasons to interact with the characters. Faceless villains only go so far. Villains who don't talk to characters don't get very interesting -- speculation only goes so far. Interaction can be non-verbal, although that's harder.

Rob Donoghue wrote an excellent series on this topic: Helping Players Hate the Villain; Hate the Villain, not the GM; and The Villain's Monologue.