Content of the article: "How to Create a Compelling D&D Villain Part 1: Villains Die"
As Dungeon Masters, we follow the player characters in our Dungeons & Dragons campaigns. If we’re playing D&D as many believe it should be played, the player characters are the movers and shakers, the folk we focus on. They adventure, interact with the world, and ascend in power.
We help them rise from novice wizards and green fighters to epic archmages and weapon masters; from arrogant vagabonds to heroes of the realm; from disparate allies to close companions. However, they will rarely evolve without a catalyst. We must curate the perfect catalyst for them, else their growth will cease and our campaigns will suffer.
For our campaigns to thrive and the player characters to evolve, we must create compelling villains.
But the formation of a villain is a complex process, especially in a game like D&D. In a movie or novel, creators know how the protagonists will react. They understand on what terms good and evil will battle. They control everything. In D&D, that’s not the case. Our players and villains are like two stags fighting: rugged antlers clashing, scratching and piercing. Our players perform difficult-to-predict actions with their characters. Perhaps they’re more intelligent than us (and thus our villains). Or maybe they wish to ally with our villains! The possibilities are endless, but that should not frighten us; it should excite us.
If we can figure out how to create a compelling villain and run them successfully, we will drive PC evolution forward and improve our campaigns, laying the groundwork for years of exciting games.
Here's a link to the FULL article: https://www.rjd20.com/2021/01/villains-die.html
Let me know your thoughts there or here, I'd love to read them!
- WotC published adventure villains aren’t very compelling.
- Making Your Villains More Detestable
- How to get your players to Open a Dialogue with a villain?
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