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jng2058
Jul 17, 2010

We have the tools, we have the talent!





Having followed that link back into the depths of the forums past, I found myself wanting to interject into a conversation 11 years gone with people who most of whom don't post here anymore (with like a fifth of them having gotten flat out banned since then) with knowledge that was gleaned from strips the people having the discussion couldn't have read since they hadn't been written yet. :doh:

I gotta watch out for those rabbit holes. Or maybe get more sleep.

As far as when I started posting, I want to say it was somewhere early-mid Tarquin arc? I'd been reading since nearly the very beginning, but hadn't stumbled into here before sometime in the desert, I think.

e: Yup, looked it up. My first post was in response to 816. Ironically, given the Familicide deep dive I just looked through, my first post involved guessing that Tarquin himself had killed his wife Penelope. Whoops, that was sure wrong!

Here's the forums discovering the Draketooth reveal, by the way. Nice if you want to compare to the previous Familicide one.

jng2058 fucked around with this message at 16:25 on Aug 15, 2020

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paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

I only started following this thread recently, but I think I witnessed two hiatuses in this comic... and I don't know where that really leaves me as far as "when did I start reading" goes.

TheAceOfLungs
Aug 4, 2010
I think I started reading during the Azure City bits, though I'm not entirely sure. It was definitely over a decade ago, since the friend who got me hooked is someone I haven't seen since college. Finding this thread happened *much* later; I don't remember where the plot was, but somebody brought up the idea of a True Neutral cleric casting Communicable Yawn. Given the way topics wander, that probably isn't much of a clue.

SlothfulCobra
Mar 27, 2011

Colonel Cool posted:

I don't really think they're the same thing. As a reminder Miko thought:

1) He's been deliberately sabotaging the military in order to leave the city vulnerable.
2) He's working with a lich and an army of hobgoblins to invade and conquer the city.
3) He's plotting to eliminate his political rivals so he can rule the city unopposed with an army of monsters to enforce his will.
4) He's conspiring to destroy the paladin order.
5) He has the courts rigged to work in his favour and will probably be able to escape judgement and continue doing all these things.

The issue is she's batshit crazy and none of this is true. But if it was true and she had actual solid evidence to support it then I don't think killing him before he can do any more to undermine the city that's about to face an existential crisis is a totally unreasonable thing to do.

Technically 5 was true, since he did rig one court case. And 3 seems more likely after seeing what Azure City politics were like on the boats. Shojo was doing a whole farce of senility to decieve people that probably would've shocked Miko just to see him intricately scheming. The rest is entirely baseless though.

I like that we were taken along with her chain of reasoning though. She was fresh from the fight when X had been strategically disabling the communication orbs of the pretty good wall of Azure City, and she had just learned that the OotS had lied about killing Xykon (because Shojo saw fit to not inform her about the group he was using to break the old agreement about the gates).

Neito posted:

I believe it's already been stated that V won't gain any EXP during the soul splice.

This is the real tragedy.

GodFish
Oct 10, 2012

We're your first, last, and only line of defense. We live in secret. We exist in shadow.

And we dress in black.
I caught up either just before or the page of the reveal that V had killed the draketooths.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
I started reading sometime before the first showdown between the Order and Xykon, the one where Roy threw him into the gate, and caught up pretty quickly, it was less than a hundred strips by then.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
I think I started following Either a little before the Colosseum in the Empire in Blood or during.

Mercedes Colomar
Nov 1, 2008

by Jeffrey of YOSPOS
I think I started reading...like, before Azure City? I think I started via either PvP, or KotD. Jesus.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Eifert Posting posted:

I started following while they were looking for the starmetal.


Posted May of 2011.

Lmao

FebrezeNinja
Nov 22, 2007

When did the board game come out? This was one of several things I got into by seeing the board game adaptation first.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Eifert Posting posted:

I started following while they were looking for the starmetal.


Posted May of 2011.

Oh gosh that entire arc was 9 years ago.

Nystral
Feb 6, 2002

Every man likes a pretty girl with him at a skeleton dance.
I know I started summer of 2007. But I don’t know what the storyline was then, maybe Azure city?

Johnny Aztec
Jan 30, 2005

by Hand Knit

Nystral posted:

I know I started summer of 2007. But I don’t know what the storyline was then, maybe Azure city?

I remember there being alot of conjecture of Miko being killed and raised as an undead, and what cool, obscure type would pop up.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




That was before the Giant stopped reading the forums, and I'm pretty sure that the strip with Tsukiko intending to do that before realizing she only had half a Miko was a response.

Deki
May 12, 2008

It's Hammer Time!
The strip where elan loots a lute from a storefront is when i joined in. I thought that oots was insanely longeunning at the time, but the joke is on me, that was over a decade ago!

Parahexavoctal
Oct 10, 2004

I AM NOT BEING PAID TO CORRECT OTHER PEOPLE'S POSTS! DONKEY!!

I started somewhere around Azure City.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Literally since some time in Dorukan's loving dungeon :negative:

Daikloktos
Jan 1, 2020

by Cyrano4747
I paged back a bit from the V arc (kind of a pain to follow along without Waffle Images) and the thread spent two pages discussing an "invisible sword" and whether it was a ghost weapon Roy could weild before the art error got corrected.

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.
I think I started reading around the time of the Conquest of Azure City.

I only just realized a few days ago that there was an OOTS thread on BSS.

TheAceOfLungs
Aug 4, 2010

habeasdorkus posted:

I only just realized a few days ago that there was an OOTS thread on BSS.

Welcome! Have a complimentary alignment chart.

Pope Guilty
Nov 6, 2006

The human animal is a beautiful and terrible creature, capable of limitless compassion and unfathomable cruelty.
I realized I would've started sometime in 2004 and that's a big oof from me.

Remalle
Feb 12, 2020


Right around the time the party was visiting the Oracle for the first time, I believe. I think it was right about the time of 328, "The Trial of the Heart."

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
I started reading in 2008/09ish? Right around the beginning of Don't Split the Party after Roy's section in the afterlife when we joined V, Durkon and Elan on the ship with the Sapphire City refugees.

Boldor
Sep 4, 2004
King of the Yeeks
Are we having when-did-we-start-reading chat? It's better than alignment chat, better than edition chat, better than Goblins chat, and better than is-Miko-a-good-paladin chat.

I started at 599, not knowing who Therkla was so I didn't understand 598 at first, and just in time for "but nothing happened in 600! It was a nice even number! Rich always has a special comic for a multiple of 100!" chat. :v:

Colonel Cool
Dec 24, 2006

I started reading during the thumb incident. I sure spent a long time stuck on that one page in the desert.

MarquiseMindfang
Jan 6, 2013

vriska (vriska)
I started reading on the comic with the hex joke.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

ikanreed posted:

Years before that, rich wrote a post on the website about good rpg writing. He's taken that whole section down now so I'm going on memory

He had two ridiculously powerful liches each of whom had armies expanding and seizing land.

His players had the idea of trying to play the two liches off against each other, but he had written the liches as long term friends who swapped spells and plans and just talked.

So when they brought one lich circumstantial evidence the other was plotting against him, and then they just talked it out, then he killed the pcs

I read that article years ago and found it so interesting I actually saved it to my hard drive for future reference. Here it is:

quote:

Last time, I talked about how adding detail to your description can enhance the believability of your game world. Now I'll focus on a very specific type of detail: emotional responses.

If you've played a lot of D&D, you know that most of the time, the solution to a problem is based in logic. Whether it is the best way to fight a monster or the answer to a riddle, the answers will often fit into a fairly understandable pattern. Even the process of creating and advancing a character is a sort of logic problem: How can I make these rules reflect what I want to play? This deeply-rooted foundation of logic is a good thing, but it can lead to one unfortunate tendency: the assumption that the people players meet within the game world operate on a similarly logical level. But in the real world, people often act illogically, driven more by their emotions than any understanding of "how the game works." The goal of this article is to show how you can introduce seemingly pointless emotional responses in your NPC that can nonetheless be predicted and incorporated into the play experience as a form of texture.

Consider the following example: In an old campaign, I had introduced two completely evil villains. Both had plans to conquer the world, and I had let the PCs know that they had known each other a century earlier. When the players discovered that they were working together, they couldn't understand it. "Why help each other?" they asked themselves, "It would make more sense to go it alone."

"Wait," said one player, "I bet that one is planning on helping the other up to a point, and then turning on him." They all agreed that this must be the reason for their alliance, and even formulated a plan to "warn" the lesser of the two evils about the other's presumed treachery. This was a solution that was arrived at by a fairly logical process, but it was completely and utterly incorrect. What the players had failed to consider was that the two villains were simply friends. They had grown up together, and trusted each other implicitly despite having every logical reason to not trust one another at all. The fact was that the villains were letting their emotional attachment to each other override strict logic; they had made an agreement to share control of the world, and both were intending to follow through. Further, by contacting the "lesser" villain, the PCs had accidentally tipped their hand that they knew the two were working together, allowing the villains to set up an ambush for the players in a future session. By relying on logic and logic alone, the players had gravely miscalculated their foes.

So, how does one create realistic emotional responses? First, remember that alignment is a guide, not a strait-jacket. Not even for NPCs. Evil characters can love, good characters can hate. This alone will help you add some emotional interest; think of an NPC in your game and name three things he or she loves enough to die for (or hates enough to kill for). How about three rules they will never break, or three laws they feel aren't that important?

Next, realize that NPCs can't read the rulebooks. They don't know what manner of fighting is more efficient (except maybe in the broadest of strokes). They don't know that fighting monsters will gain them XP, which will make them more powerful. They don't know what CR a monster has. They only know their immediate visceral reaction to something: Combat is deadly. Magic is strange. Monsters are scary. Things that feel good are good, things that feel bad are bad. Ninety-nine percent of the people hope to live their life comfortably enough to pass something on to their children.

As a corollary, do not assume that NPCs with PC classes are necessarily different. In the real world, people with extensive combat training generally hope they never have to put it to use. In fact, it's not that much of a stretch to say that to the average 1st level fighter, the experience and skill that might be gained from battle is not worth the very real possibility of dying. Remember, the PCs and certain NPC adventurers are the exceptions precisely because they seek out this kind of thing.

Consider a character's level of comfort. People are far less likely to do something that goes beyond their comfort zone. This doesn't necessarily mean that every character is going to balk at getting dirty, for example; for a barbarian, dirt is well within his comfort zone. Public speaking, however, may not be. When creating an NPC, you should decide in advance what sorts of things are outside of his comfort zone, and stick to it during play. Don't allow Diplomacy checks or charm spells to push someone outside of their zone; the proper result would be to have the person be very polite and friendly while declining. Intimidate checks or suggestion magic may do the trick, but usually carries a penalty to the check involved, and the character in question will resist as much as he is able.

Also, keep in mind that a character's comfort zone may not make sense to anyone else. A wizard may be uncomfortable summoning creatures from other planes, despite the fact that he is in no more danger from summon monster I than he is from any of his other spells. Be careful, though, because players can perceive this sort of thing as a hamfisted attempt at railroading them, even when it isn't. If the players meet said wizard, they may well shift into metagame thinking and decide that the DM must not want them to summon a monster. Like last lesson's quill example, the players may make an assumption based on the fact that texture exists in a vacuum.

In order to realistically portray such a comfort zone, then, try creating a reason why the character has whatever emotional response you are giving him. The single best way to do this is through childhood experience. Following through on the example, if the wizard's father, also a powerful wizard, once lost control of a demon that trashed half their home, it makes perfect sense that the character is queasy when dealing with fiends. Of course, he has inflated this event into a moratorium on all summoning spells, but in real life we often go the route of "better safe than sorry" when dealing with our fears.

OK, list time. I'm going to try to end each article with a list of point-by-point ideas. I think people can digest and use information more easily in that format. Now I'll discuss specific emotions and how to add them into your game:

1. Laziness: For players, it takes just as much energy to say, "I sleep for 8 hours," as it does to say, "I climb to the top of the hill." For NPCs, this isn't the case. While truly lazy characters are a possibility, keep in mind that most people are going to be interested in minimizing the amount of energy expended. A villain, particularly a small-time crook, might abandon the most efficient plan as being too labor-intensive. Instead, he cuts corners; perhaps this laziness is the only factor that allows the PCs to learn of his plot. And this isn't alignment-specific; a knight may not be lazy by any stretch, but he may still balk at the resources and time required to enact whatever elaborate plan is on the table. Just because there are no rules on getting tired doesn't mean it doesn't happen.
2. Overconfidence: This is a big one with the villains, and in many cases is key to the concept of a long-term uberpowerful baddie. Think about it; if the villain is 25th level, and the players screw up his minor plan at 3rd level, why not just squash them, then and there? The reason is often a combination of laziness (above) and overconfidence. The villain believes that the PCs are incapable of stopping him, so why expend the effort? Again, remember that the bad guy can't read the rules, doesn't know that the good guys are necessarily gaining XP and getting stronger with every fight, and doesn't know that the villains always lose in the end.
3. Family Relations: Consider how your NPC feels about their parents, siblings, spouses, and children. They may feel a bond of love that supercedes their alignment, or they may have utter contempt for them. Any emotional response tends to multiplied by factor of 100 when dealing with family. Perhaps a villain wants to destroy the world, but needs to find a way to save his family first. Maybe a good fighter is being manipulated into doing evil because his children are being threatened. A villain's entire evil plan may be the result of nothing more than a burning need to disappoint his parents!
4. Spontaneous: Players can always think about their actions; even in the middle of combat, they have the entire time it takes to get back their initiative to decide what the best thing to do is. NPCs don't have that luxury; play them as if they were being run by a player who doesn't get to say, "Wait, no, I do this instead." Their first decision is usually going to be what thy stick with, even if it is foolish or inefficient. This should never be more obvious than when a character is in a rage. No, I'm not talking about the barbarian class ability, I'm referring to a level of anger where we lash out without thinking. If you've ever punched a wall, you know what I'm talking about.
5. Irrational Likes/Fears: This is much like the comfort zone issue (above), but I'm expanding it here to include personal quirks that can become interesting traits for even minor characters. A shopkeeper who collects swords might pay more for a unique blade than a orc double-axe, even though the axe has the higher book value. A fighter who is afraid of spiders is going to run away from a monstrous one, even if he could kill it in one round. Remember, fear knows no Challenge Rating. Likewise, characters may enjoy a particular activity even if they know it is dangerous or unhealthy; I don't think anyone in this nation is under the impression that smoking isn't bad for you, but that doesn't stop people from doing it.
6. Stupidity: Sometimes, it's just this simple. People with low Intelligence scores are incapable of coming up with efficient plans, and people with low Wisdom scores are incapable of determining whether a plan is efficient or not. When players are trying to puzzle out a villain's plan, they will often overthink things, discarding the bad guy's actual plot as being too stupid to be the truth.

Hopefully, this has helped you think about giving your NPCs reactions that are independent of their function in the campaign. These people are supposed to be living, breathing characters with an internal life that the players can't know about, and your world will be more vibrant if they act as if they do. Next time I'll put some of these tips to use in a step-by-step tutorial on making a three-dimensional villain for your game.

I also have the next article that talks about effective villains. I can post that one too if anyone's interested.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Do it, that was really good. There is a lot of oots in that write up.

Otherkinsey Scale
Jul 17, 2012

Just a little bit of sunshine!

Boldor posted:

Are we having when-did-we-start-reading chat? It's better than alignment chat, better than edition chat, better than Goblins chat, and better than is-Miko-a-good-paladin chat.

So you're saying when-did-we-start-reading chat is Neutral Good, then.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

sebmojo posted:

Do it, that was really good. There is a lot of oots in that write up.

Alright. This one's much longer and more detailed.

quote:

Today we're going to talk about villains. When I say the word "villain," I mean a very specific kind of antagonist. Generally, I'm talking about character that not only serves an adversary, but also does so repeatedly, either in person or through his or her secondary influence. Villains usually have an ongoing agenda beyond, "I want to survive my next fight with the heroes." In other words, the ogre in the cave that you fight is not a villain, but the ogre who swears revenge on the heroes for killing his brother in the cave is.

Creating villains is easy; we've all seen enough movies to be able to whip up a threatening guy in a black cloak who wants to conquer the world. This article is about creating villains that go beyond stereotypes and clichés, and who are fully realized characters with their own internal logic and emotional depth. It also deals with ways to keep every villain you make from accidentally having the same modus operandi; you can only throw your players against so many evil clerics of evil gods who hate everything good and pure before it starts to get stale!

In the interest of making this easy for anyone to use, I'm going to go through a step-by-step procedure for creating a villain for your own campaign. Along the way, I will use a single example from my own campaign: the Fire King, a half-devil elf sorcerer/fighter.

Step X: What is the villain's race or class? I am putting this first not because I think it should necessarily be the first thing determined, but because there is no "right" time to make this choice. Sometimes, the villain will flow out of the choice of creature, other times the creature type will flow out of the villainous plot you have created. Often, you will determine bits and pieces of this as you go through the other steps.

The Fire King began as a half-fiend of some kind, but other than that, I had no preconceptions when I began working on him as to his eventual stats.

Step 1: Start with two emotions. I really believe all great characters begin with one emotion that drives them. By choosing this first, you make sure your villain will stay true to the very reason he became a villain in the first place. It's kind of a cop out after a while to have villains who are just evil for evil's sake; something had to drive them to be evil in the first place. Options for their primary driving emotion might include Anger, Angst, Greed, Jealousy, Lust, Hatred, Regret, Revenge, Shame, and Sorrow. Feel free to narrow these down as much as possible to get to the core of the villain's persona: Anger is fairly broad; Resentment is a much more specific emotion. Don't forget that "positive" emotions (such as Love or Honor) might lead to villainy as well, if taken too far.

But I did say TWO emotions. So what's the second one? The emotion you intend to inspire in your players when they encounter the villain. Not all villains need to be universally loathed by the heroes, and even those that are often have that loathing colored by another emotion.

The Fire King began with the driving emotion of Shame, with a good mix of Insecurity and Revenge. He was created from the beginning to inspire stark raving Terror in the players.

Step 2: What events in the villain's past brought about this emotion? Whatever emotion you picked, there must be a reason the villain feels that way. It does not need to be necessarily logical, and it certainly does not need to be something you personally agree with. In fact, often the villains I create will personify an emotional response that I specifically find inappropriate. Part of the fun for me is creating characters with a "twist" away from the expected reaction to the events in their past. Still, it needs to at least be consistent with responses that might be natural for someone, somewhere. The goal is to create a history that sounds reasonable when you read it, but might not be completely obvious when bits and pieces are uncovered over the course of the campaign.

I decided that the Fire King was ashamed of his half-breed status. The twist was that rather than being embarrassed for being half-fiend, he was embarrassed because he was half-something else. In his eyes, he didn't live up to the legacy of his father, a powerful fiend of some kind, because he was half-mortal. Without getting into specifics, I decided that he had been through at least one traumatic childhood meeting with other full-blooded fiends, where he was ridiculed or even attacked for his hybrid nature. I also decided that both of his parents were deceased, since it made it easier to give him that "alienated" status.

Step 3: What is the villain's scale? Decide on what level you want the villain's actions to have repercussions. Is this a villain that will only harass the heroes and their immediate friends? Is this a villain that threatens a nation? Is it a villain that threatens all of existence? The answer will depend on how often you want this villain's actions to interject into the campaign. If the entire campaign is an epic struggle against this villain, chances are he's going to need to have a scale greater than just one village. On the other hand, the greater the scale, the more likely powerful NPCs will take notice of the villain, and it becomes more difficult to justify them not swooping in to aid the heroes. This question will also help decide what Challenge Rating you should assign to the villain.

The Fire King was intended as the primary villain for the entire campaign (which ended up lasting 38 sessions). I decided he worked on a scale that threatened the entire world, but not every other plane of existence.

Step 4: What is the villain's goal? Every villain needs a final goal, no matter how grand or insignificant. Keeping in mind the villain's scale, determine what he wants to see happen. It can be as simple as wanting to be very wealthy, wanting to kill a specific person, or wanting to seize as much power as possible. Many goals are completely unattainable, such as winning a specific person's admiration or being the most powerful wizard anywhere. The villain can still cause a lot of heartache for the heroes on the path towards that goal, though. Remember that the villain only needs to believe their goal is attainable; it is not necessary that it actually be so.

I determined that the Fire King ultimately wanted to live up to his father's expectations, as well as come to dominate the full-blooded fiends who mocked him. Therefore, his final goal was to seize control of his home plane, Hell.

Step 5: What does the villain need in order to be able to achieve this goal? In order to devise an appropriate plan, it is crucial to understand what the villain thinks he needs in order to pull off the "end stage" of the plot. If the villain wants to destroy the multiverse, he needs to have some source of power that allows this. If the villain wants to drive the gnomes out of Sunlight Valley, she needs something that will make the gnomes want to leave. By visualizing what resources the villain needs in order to make the goal a reality, you firm up what steps the villain will need to take along the way. Note there will almost certainly be multiple paths to accomplish the goal, so your villain has chosen either a.) only one, or b.) to enact multiple simultaneous plans as a failsafe.

Often, the means to accomplish the goal will be fairly esoteric; feel free to make up whatever powerful artifact, lost magic, or obscure ritual you need to give the villain the tools he needs. These are the things that the players will need to stop, or delay, or what have you, and from there, adventures will be easily derived. You can also break the goal into several "subgoals," each with its own requirements.

The Fire King determined that he needed virtually unlimited magical power to accomplish his goal; at least as much power as that of the current rulers of Hell combined. To that end, he learned of a ritual to absorb all of the world's magical energy. The ritual had very stringent requirements: it could only be undertaken by a sorcerer who was genetically unique in the world and a native to that plane, but a mortal could not survive the inherent energies involved. As a native outsider, however, the Fire King was uniquely suited to the task. I would later decide, due to the high level of coincidence that this created, that his father had spawned him specifically to serve as the focus for this ritual as part of an older, failed domination plot.

Step 6: What obstacles must the villain overcome? The easy answer here is, "the heroes," but it isn't the right answer. The fact is, the heroes won't even know to oppose the villain until they encounter some other part of the plan. There needs to be something (anything) standing between the villain and his goals, or else they will be achieved with no chance for interference on the part of the heroes. Since your goal is to create opportunities for conflict, that won't fly.

Once you establish the obstacle, you can then go back to Step 5 and determine what steps need to be taken to overcome that obstacle. Then back to Step 6 for what obstacles are in the way of those steps. And so on and so forth, until you have enough steps to flesh out a fully realized plan of action.

The big stumbling block for the Fire King was the line in his ritual about being "unique." I decided being a half-fiend wasn't sufficient; he needed for his base creature type to be the only one in existence. Obviously, that was not the case currently. His solution, then, was somewhat grandiose but befitting the scale I had chosen for him: slay all creatures of the same base type, everywhere.

It was at this point that I decided he would be half elf, half devil. The elves in my campaign world are somewhat unpleasant, and I liked the idea of one villain trying to wipe out a race that others would find inherently villainous in the first place. Plus, it set up another automatic obstacle: there were certainly plenty of high-level elven wizards walking around the world, meaning that the Fire King could not simply start slaughtering elves left and right without attracting their attention.

Step 7: What is the villain's primary means of projecting influence? The final step before setting down the villain's ultimate plan is to decide what sort of actions he or she prefers to take to set things in motion. Is the villain a manipulator, turning others to his end without their knowledge? Is he a leader, convincing others to side with him through strength of personality? Does she use her own personal power to accomplish her ends or does she rely on others to do her dirty work? Does he move openly or in secret?

The Fire King was primarily a manipulator. While I decided he would be a very powerful sorcerer by this point, he was aware that if he moved openly with his plan for genocide, the heroes who would act against him would number in the dozens (or hundreds). He could not stand against that kind of power, so he worked to turn those who would interfere with his plan against one another, whittling down their power until it was safe to reveal himself.

Step 8: What are the villain's resources? This step's importance cannot be underestimated. If the villain has infinite resources available, they are essentially omnipotent. Limiting the people, places, and things the villain can successfully use to enact his will leads directly to adventures, because the villain must then use these resources in such a way that allows him or her to acquire more. Don't forget to include abstract resources, such as "genius-level intelligence" or "knowledge of the future."

I decided quickly that I would differentiate the Fire King from other stereotypical villains by sharply limiting his starting resources. This was not to be a villain with an entire organization fanatically backing him; this was a guy with the equivalent of the shirt on his back. I listed his resources as the following:

• Genius-level intelligence and a fine strategic mind
• Superb leadership and deception skills
• The power of a 12th level Red Sorcerer (that is, mostly fire-oriented spells), including appropriate magic items.
• The ability to pass in elven society without being detected as anything other than an elf, even via magic.
• The inherent tension between the human and elven civilizations, a result of centuries of enslavement in the distant past. Also, the natural dissatisfaction of the elves with the state of the world.
• A handful of minor devils who had owed loyalty to his father and were willing to throw their lot in with the son as well.
• His sister, another half-devil elf, with the skills of a 9th level rogue and a knack for seduction.

As the campaign began, he also reestablished the loyalty of another powerful villain, with his own elaborate backstory, that had worked with his father. While he later came to manipulate large armies of elves, I didn't count these as true resources because the elves were not part of his plot; they were the victims of his plot.

Step 9: If no heroes were to interfere, what would the villain's plan to achieve this goal be? Now that you know all of the goals that need to be accomplished and the primary means by which the villain intends to do exactly that, you can set down the villain's plan in loose terms. Try to not take into account the specific actions of the players; even if the villain hatches his plot with full knowledge of the heroes, he is unlikely to assume that they will defeat him. It is entirely likely, however, that he might take general steps to limit their interference.

This step is likely to produce the most work, because in effect it is an outline of the way in which the villain will interact with the heroes and the campaign world. The villain's plan might have dozens of steps to it, and each may turn into one or more adventures for the players. If you find the plot has more steps than the number of times you would like this villain to show up, simply decide that the villain has already accomplished one or more steps before the heroes are even in play. Alternately, you could have some steps occur "off-camera," but you run the risk of the heroes deciding to take steps to stop them when you really haven't planned to run that particular adventure.

The Fire King's plan began years before the heroes began adventuring. Finding his greatest asset to be his ability to work within the very society he was attempting to wipe out, the Fire King spent 20 years infiltrating the house of an elven noble, until such time as he quietly seized control of the elf's noble title. With this title, he was able to attend gatherings of the elven emperor's court, where he quickly made a name for himself with several outspoken opinions that he used his other resources to make happen exactly as he had predicted. The Fire King further endeared himself to the boy-emperor by introducing him to his half-fiend sister, who easily seduced the young elf. Soon, the emperor began listening to the Fire King's advice almost exclusively, and then the plan moved into high gear.

Whispering lies into the emperor's ears, the Fire King convinced him that the empire needed to recover past glories or die out. He began gathering and training a new elven army, which he then used to lash out at the neighboring humans, destroying border towns and killing hundreds. The emperor was easily impressed by these early victories, and ordered the invasion of a nearby human nation. The Fire King manipulated events so that only "soft" targets were attacked, lulling the elven court into believing that a full-scale war against humans could be won when he knew that the human nations were more powerful. He took control of the invading armies personally, urging elven commanders to commit horrible atrocities that would incense other nations. In this way, the Fire King hoped to provoke the humans into slaughtering the elves for him, thus achieving his goal.

Meanwhile, he began personally seeking out and eliminating threats to the plan. While the drums of war began to beat between the humans and the elves, he struck at various power centers on either side that might be able to bring the rush to war to a halt. It was through these strikes that the heroes learned of him and his plans. Had nothing gone awry, the Fire King would have struck down or manipulated those with an interest in stopping the war, allowing the humans and elves to fight it out in a bloody war to the end. Eventually, the Fire King would have been able to simply mop up the surviving elves and enact the ritual that allowed him to seize all magical power in the world. With this power at his command, he could transform the planet into a training ground for an army of billions with which he could conquer Hell.

Step 10: What are the villain's boundaries? There should be at least one thing the villain is not willing to do to achieve his goals. They may have a code of honor, or simply have a strong distaste for some kind of act. This detail will give your villain a realistic feel, as well as crossing off certain options that might be difficult for the heroes to eliminate through their actions. For example, the villain may be unwilling to traffic with demons, which helps you explain why he doesn't just summon a bunch of balors to do his dirty work.

The Fire King was intensely loyal to his friends. Growing up as basically an outcast wherever he went, he was not about to throw away friendships over something as minor as world domination. Thus, he was not ever going to betray anyone who was within his inner circle of confidence, and he did not consider any of them expendable.

Step 11: What is the villain's personal threat level? In other words, is the villain a danger to the heroes if encountered personally? How much of a danger? Some villains might be just puppeteers, capable of influencing the world but unable to stand up in a fight; think of this as the "Lex Luthor" model. Others might be equal in power to the party, while still others may be so much more powerful than the party that a direct confrontation would be suicide. This last option is ideal if you want the players to become aware of the villain long before you expect them to defeat him.

The Fire King was a serious physical threat by any standard. When first encountered, he wreaked such destruction on a village that further encounters with him prompted the heroes to simply run away. As the campaign progressed, he gained in power but at a slower rate than the heroes, so that by about the time the heroes were 12th level, he was a beatable (but still very difficult) challenge. Often, I put their encounters in the context not of direct combat, but of achieving goals. The heroes once managed to rescue an NPC that was about to rat out the Fire King's plans by being able to outrun him, for example.

Step 12: How does the villain treat his minions? How do the minions feel about the villain? Not all villains inspire loyalty to the death. Giving the villain servants who are less than blindly obedient can increase the opportunity for roleplaying, as heroes try to convince henchmen to abandon their evil ways (or at least accept a healthy bribe). Whether or not the villain treats them well will influence this decision heavily. A villain who sends his servants on suicide missions time after time had better be powerful or charismatic enough to ensure their absolute obedience, or else he will find himself on the wrong end of a mutiny.

I had already determine that the Fire King had a good relationship with his true allies, so this step was kind of redundant for him. Although I did clarify that he was willing (in fact, eager) to send as many of the elven soldiers serving in his army to their horrible deaths as he could.

Step 13: What are the villain's visual quirks? A good villain has a look that will be remembered long after the campaign is over. Once the players are aware of the villain, further direct encounters should be recognizable solely based on his look. Try finding things that distinguish him from others of his race and class. Also, methods of fighting and preferred tactics can add to the villain's style. Using a unique weapon or a favorite spell not only flesh out the character, it gives the players the opportunity to plan a countermeasure for their next meeting with the villain. The character thus becomes a part of their world in a fundamental way.

The Fire King, as his name implies, always used fire-based evocations when attacking. Because he was immune to fire himself, he enjoyed casting fireball as a melee spell. He also wore black adamantine full plate armor while doing so, which terrified the more metagaming-prone players. They spent a lot of energy figuring out how he was able to cast arcane spells in armor, which kept him alive in their thoughts even when he was not "on-screen".

Step 13a: What would the villain's theme music sound like? OK, this one really isn't a necessary step, but it's one that helps me imagine the villain properly. Whether you intend to actually play it during the game or not, come up with a song or orchestral piece that evokes the emotional impact of the villain. I've found that playing the song for myself before I DM a game where the villain makes an appearance helps me roleplay him.

If you've ever played Final Fantasy 8, you have heard the Fire King's theme music. I chose the theme from one of that game's early villains (Edea, who later becomes a friend) as the Fire King's theme because I felt it represented the right mixture of cunning manipulation and raw personal power. As the driving force behind a massive elven army that was marching to its untimely end, the piece's chanting helped convey to me a sense of impending doom. To this day, I think of the Fire King when I hear it, not Final Fantasy 8.

Step 14: What is the villain's escape plan? This is semi-optional too, but if you intend to have the players encounter a villain repeatedly without a decisive victory, you need to think about it. I cannot emphasize, however, that such a plan needs to be keeping within the rules of the game AND within the villain's reasonable expectations for the future, or else your player's will cry foul. Just having the villain run away and not letting the players follow feels cheap. On the other hand, if your villain is a powerful wizard, making sure he prepares at least one teleport for those sticky situations is not only helpful; anything less would be foolhardy. Even then, it is usually helpful to have such an emergency plan come with a price: the villain must abandon his goal or one of resources to save his own skin. Thus, even when he escapes, the heroes have earned a victory.

Early in the game, the Fire King was so much more powerful than the heroes that he didn't run from them, they ran from him. As time went on, he learned to teleport away once he could no longer accomplish his goal.

Step 15: What is the villain's name? Trickier said than done, coming up with a good name can make or break a villain. Anything that can be easily mocked will lessen his impact. Anything too complex will lower the chance that the players can remember it, and they can't fear what they can't remember. Ideally, a good name should inspire respect. Also, give some thought as to when you will reveal the villain's name; during their first meeting, or at some later point?

I decided at this point that this character didn't need a name as much as he needed a title; a self-proclaimed station to attempt to live up to. With his inherent embarrassment over his elven blood, he would seek to escape from whatever name he had been given by his mortal mother and forge a new identity for himself. Hence, I named him the Fire King, which I thought had the right sense of dominance without actually being a real title. Of course, this was his name for himself, and he used a different title when among the elves. Early on, the heroes had no idea what his name was at all, and referred to him simply as the Red Wizard (they didn't know he was a sorcerer) for months.

By this point, you should have a very good idea of who your villain is and what he needs to do in your game. With all of the plotting you have done so far, you should have created the rough framework from which you can build a series of adventures without having any foregone conclusions or railroading. By understanding the villain and his aims, you can have him or her organically alter their plans based on how the heroes manage to thwart sections of it, all without pre-ordaining the outcome.

As a way of working further on these issues, I'm going to go and create a completely new villain over on the message board, using this checklist as a guide. If you enjoyed this article, I encourage you to enter the Villain Design Contest I am going to hold on the message board; feel free to use either these guidelines or your own methods to come up with the most badass bad guy ever.

Next time, I'll talk about texture for players (rather than DMs), also known as "How to Have Seven Classes and Have Each of Them Make Sense."

Unfortunately these are the only two articles I thought to save. Still, they provide an interesting insight into how Rich designs his villains, especially when comparing the Fire King to Redcloak.

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

As D&D centric as this advice is, it still seems fairly useful. I might borrow a trick or two for my upcoming Spellbound Kingdoms game.

Rhaka
Feb 15, 2008

Practice knighthood and learn
the art that dignifies you

I just posted the villain article in a writer's group of mine the other day.

The articles still live on archive.org, if you can remember the dates/URLs

goblin week
Jan 26, 2019

Absolute clown.
So what would be Xykon’s theme music?

McCloud
Oct 27, 2005

posting to see what my first post in this thread was

Edit: First post here was during the siege of Azure city, which gels with my memory of starting reading this just before the siege started (i think)

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Those are good articles, I remember them.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
I don't think I have many posts in this thread, but let's see...

ultrafilter
Aug 23, 2007

It's okay if you have any questions.


I was reading for a long time before I posted here.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

Sky Shadowing posted:

I don't think I have many posts in this thread, but let's see...
That might be the largest contrast between "length of active thread participation" and "number of posts" I've ever seen. Two pages in seven years.

aegof
Mar 2, 2011

PMush Perfect posted:

That might be the largest contrast between "length of active thread participation" and "number of posts" I've ever seen. Two pages in seven years.

Lurking is an art.

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girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

aegof posted:

Lurking is an art.
Apparently. Jesus.

Edit: Meanwhile, I've got a 10.7 posts-per-day average despite A) being here for eleven years, and B) having taken a few several-month long sabbaticals.

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