Villains and Monsters

A Necessary Evil

Villains and Monsters are a necessary evil in any RPG. They provide the conflict that makes for an interesting plot. Without villains and monsters, there would be no one to defeat and no story to tell. But what makes a good villain and monster? What makes them believable and worth rooting against? We will explore the Evil of Ertha from beyond the Shadowgate and all the natural, unnatural and mythic villains and monsters.

©Geoffrey Schumann. Not for resale. Permission is granted to print this document for personal use only. 
Symbol for the Legends & Lore Guild, House Pleayashayne

Good vs. evil – heroes, villains and monsters

Symbol for the Legends & Lore Guild, House Pleayashayne
Symbol for the Legends & Lore Guild, House Pleayashayne

Good vs. evil – heroes, villains and monsters

Despicable

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Villains

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Beware The

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Monsters

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Playable

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NPCs

Non Playing Characters

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What’s eating you?

Characteristics of Villans

What makes a villain truly villainous is their complete and utter lack of regard for human life. They are willing to do whatever it takes to achieve their goals, even if that means innocent people will suffer. Villains are often motivated by power, money, or revenge. They can be intelligent and manipulative, or they can be brute force. But what they all have in common is their complete disregard for the lives of others.

The Making of Villans

A good villain is someone who is both persuasive and vengeful. They need to have the ability to convince people to do things that they wouldn’t normally do, and they need to be able to hold a grudge. GMs often write villains who are just evil for the sake of being evil, but that’s not interesting. A good villain has some likable qualities, even if it’s just a few. Players need to be able to relate to them, even if they’re doing terrible things. Otherwise, they’re just cardboard cutouts. A good villain is someone who feels real, which makes them so dangerous.

Believable and Compelling

To create believable and compelling monsters, we must first understand what drives them. What are their basic needs? What dangers do they face in the wild, and how do they defend themselves against predators (or adventurers)? Once we clearly understand the basics, we can add unique details to make our monsters come alive on the page.

From my 35+ years playing RPGs, there’s a common thread; adventurers always seem to find monsters, creatures, whatever the encounter dictates. Yes, every quest, adventure, and the campaign has to have them, but rarely are the adventures hunted or sought out. The truth is that the unknowing adventurer has invaded their space, and monsters will act accordingly. True, most are too busy trying to stay alive and defeat what they find, but there is always a larger question: what did the adventurers set the creature off? One has to ask, is this just the GM having a bit of fun?

Now I know some veterans GMs are probably laughing at the above statement but hear me out. Rarely do the players ever try to understand what is going on? From games I’ve played where thinking is more important than role-play, I recall when players decided to take a different tact and try to figure out if they accidentally entered their space, breeding area, feeding grounds, or even a nursery.

Now with that said, I have to say I’ve seen situations diffused with reason and a bit of nursery blackmail (holding an egg ,,, for example)… When adventurers decide to be more active than reactive, it takes the RPG to a whole new level.

Villains or Monsters for your RPGs

A villain is not just the opposite of a hero or an antagonist. A villain is a Spectrum, with many possible positions along that Spectrum. A villain can be interpreted differently, each with its benefits and drawbacks. The important thing is to understand how to create a believable, compelling antagonist for your RPG.

The first step is to choose what kind of villain you want. Do you want a classic mustache-twirling bad guy? Or a more nuanced and complex anti-hero? Once you know what kind of villain you want, you need to motivate them. What drives them to do evil deeds? Is it power, revenge, or justice? Understanding your villain’s motivation can create a richer and more believable character.

It’s also important to remember that your villain should be the perfect foil for your protagonist. They should be as strong as your hero(s) but in different ways. Depending upon the party’s strengths, the villain should be the polar opposite. The key is to create a well-rounded antagonist who presents a real challenge for your hero.

A Worthwhile Investment

The Legends and Lores Guild offers readers a rare glimpse into the lost world of the first age and an understanding of what became afterward. Through these compelling songs and tales, we can begin to piece together the puzzle of what once was and perhaps even unlock some of the great secrets of the past. When your character is digging through the massive library and archives of the guild, the time will be well spent, as it is an investment into your character’s future and provides you with clues to lost cities, temples, and treasures beyond any measure.

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Poisoned Words

©Geoffrey Schumann. Not for resale. Permission is granted to print this document for personal use only. 

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