What do you think makes for a compelling and memorable villain?


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As the title.

I'm wanting to design some villains (this doesn't mean they have to be Evil, by the way), but I am afraid that some of them aren't going to be very liked by players, or more likely, viewed as cheesy and stereotypical.

That isn't to say that I can't have such villains (especially starting out, when it's assumed that easier, more base-line villains are commonplace), but that if I really wanted to make a Big Bad of a campaign memorable, I'd need to circumvent those basic expectations.

So, when it comes to designing a villain (or encountering a villain), what would you, as a player, find interesting about a given villain?


"The Paladin(Villain) is a follower of a faith that is allied to mine, yet I find this crusade wrong..." Starting out as an early friend to the PC's, helping them out, but becomes distant over time with because of some desperate cause, only to come back later seeing the home village of the PC's as rife with the same taint they just spent months rooting out.

"Frozen" presents the dashing prince as a hero, but then is revealed as the villain towards the end.

Examples like this?


Yes, that does help out, thank you.


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A compelling villain is one who thinks they are the hero.

A 'for the evulz' sort of villain is not compelling. A realistically rendered villain is absolutely certain of their righteousness.

Dark Archive

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djdust wrote:

A compelling villain is one who thinks they are the hero.

A 'for the evulz' sort of villain is not compelling. A realistically rendered villain is absolutely certain of their righteousness.

Doing the wrong thing for the right reason would be a good choice. It doesn't have to be righteous in your one mindset though. It doesn't have to be a gray area, and it can go well over any line you could imagine. I suppose it could be about personal gain too, but you'd quickly revert to Cruella de Vil.

A Qlippoth would want to put an end to mortal sin and to the lives of all the mortals and demons. You could say that killing all mortals would be a noble goal in the mindset of the Qlippoth. Destroying the positive energy plane, and thus all life that comes from it, would be an epic goal for a Qlippoth.


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personal gain can be seen as righteous when the person absolutely believes that they deserve it.


Of course, a person can believe that they are in the wrong but not care as long as it benefits them. Maybe they've convinced themselves that it's just a temporary thing. And maybe they're just the type of person who doesn't care whom they hurt. And maybe they feel that they're part of a greater purpose which happens to fit a monstrous role in society.

Examples:

A small-time crook whose "one last job" has gone a little too far.

A gang who shakes down businesses for protection money

A parent who has turned to Lamashtu in order to produce stronger children (and who genuinely loves his/her children).


Villains with connections to the heroes and believable reasons for their acts of villainy are the most compelling.


Sensible motivations make sense. Villains in Game of Thrones, some RA Salvatore novels, and many Marvel movies have good motivations. Often they go too far but you see their point (Magneto is a great example of this).

Survival. It's hard for an NPC to survive combat with a PC party. I was in a game yesterday, and we got a surprise. A friend decided to sell an item for 5,000 gp to some old friends of his, but they betrayed him. They didn't know we were secretly watching his back, so a battle royale broke out. We won. When we couldn't see the main villain (who had been reduced to 1 hit point and was using Stealth) he turned into a wererat and escaped. (He didn't get DR in human form.) Our ranger was wearing medium armor, so catching the wererat simply wasn't happening.

It turns out he wanted to sell the loot to a bigger gang that had paid them the money that they were supposed to then pay us. Selling the loot would have given them an extra 5,000 gp.

We met up with him later, though (since we interrogated a survivor and learned where their hideout was). We almost made the same deal, and they even had the catch, but they insisted we put ourselves into a vulnerable position, so combat broke out. I was saddened that he died though. He "wered" out immediately this time but silver ranged weapons weren't good for his health. He was dropped to negative [Con] in one blow (a crit) and so died outright. We're 1st-level, so bringing him back wasn't possible.

If it wasn't for that lucky hit, he probably would have survived, and either fled (he had an easy escape route) or surrendered.


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djdust wrote:

A compelling villain is one who thinks they are the hero.

A 'for the evulz' sort of villain is not compelling. A realistically rendered villain is absolutely certain of their righteousness.

That isn't necessarily true.

One of the most memorable villains I ever made was an Antipaladin named Lord Rekhan.

Rekhan was memorable because, in a world full of complex characters and sympathetic antagonists, sometimes that character that IS just "for the evulz" can really strike a chord. So much so that Rekhan was brought back as a recurring foe BY POPULAR DEMAND of my players.

Who is Lord Rekhan?

Lord Rekhan is the eternal villain. By that I mean he can't seem to stay dead. Something keeps bringing him back and has done so for thousands of years. He's evil because he's evil and he's completely okay with that.

He will cause strife and destruction simply because he can and he doesn't care about anything or anyone. He is a liar, a murderer, and worse. He is brutal, he is funny, he's like the Joker only with a bit more grand plans.

He's the kind of guy who will kidnap a princess just so he can marry her, for no reason what so ever. He has no end game. He just thinks that it would be funny, and it would destabilize the kingdom. He's the kind of guy who would kill a room full of nobles just to watch the social order system get disrupted and so he can lead his horde on a rampage. He is chaos and evil personified.

The fact that something keeps bringing him back from the dead is just even better. He KNOWS he keeps getting brought back, and he doesn't care how or why. He just knows that he gets put down, but keeps waking up whole and undamaged. So he goes out, forms another horde, and gets ready to do it again.

He's the TRUE Antipaladin. Not some thinking man's bad guy. He's mustache twirling, he's vile to the core, and he has no sense of standards or honor. He will burn the fields of a farming community and then form a blockade just so he can watch them starve. No end game, they didn't do anything to him, he doesn't plan on getting anything out of it, he just literally likes watching people suffer.

He is completely aware he's a villain and he's proud of it. Oh sure, he'll wax poetic about the fact that if there is an eternal hero, then to balance that there must be an eternal villain, but does he believe that? Meh... Nobody is really sure...

He's incredibly dangerous because he can't be reasoned with, and when people make decisions based on logic they rarely pan out. My players first encountered Rekhan (who has now popped up in multiple campaigns) he lead an attack on a village that was hosting a religious ceremony. The PCs repelled the initial attack, only to fall back to where the ceremony was assuming that was the target. Rekhan instead set fire to the city on the inside of the wall and then... Left.

They were puzzled, as the attack served no purpose other than to be horrifying... And that WAS the purpose.

Sometimes he has a plan, like when the players banded together to stop him from claiming the power of the Dark Heart™ (A campaign artifact) or when they managed to stop him from disrupting the wedding of Prince Kormain and Princess Celeste... Which would forge peace between two kingdoms, which he didn't want to happen, just because. He's always there when you need a simple villain, but it is never boring.

He's very memorable, because he is different from the (new) tradition of every villain being sympathetic. You CAN have a "For the Evuls" character you just have to give him personality and gusto.


I once used a precognitive villain who "always" knew the best way to avoid PC plans.

They coudln't catch him. If they went north he went west. If they decided to ambush him in a logical city he would "know" and go elsewhere. They could spoil his plans by camping at some place he wanted to go to, but they were frustrated by their inability to corner him.

They hated him so much :)

Well, they eventually got him. You can't make your Augury (or whatever the spell was) check very time. He wasn't more powerful, just more annoying, so they finally dusted him.


I want to quote a song, "Rocket Ride" by Tom Smith:

One of the sections talks about classic villains:

"How many demons out in cyberspace
Will possess every hacker's will?
How many members of a master race
Will come closing in for the kill?

How many xenomorphs will change their face,
And then hunt us down for a thrill?
Give me a villain with style and grace,
And a little bit of fencing skill.

They used to be angular, sneering and bald,
If someone got killed even they were appalled,
They tried to marry the heroine, no thought of rape,
And they sure as hell knew how to wear a cape.

They never tortured, they never lied,
They'd honor a promise if it meant they died.
Let's find a villain with professional pride,
Come on with me, baby, on a rocket ride.
"

Those are the villains I remember most. The Emperor from Star Wars, he really isn't sympathetic. He's pure evil. You don't need someone with motivations you can understand, or even a personal tie, you need personality, dramaticism, and flair.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, thing is that good villain needs two things: screen time and personality. That aside they can be pretty much anything. They don't even need to be long running villain as long they use that screen time effectively.

Silver Crusade

An antagonist should know more about the players than the players themselves should know, or be comfortable letting others know.

Top three examples (which may show my age):

Jafar in Disney's Aladdin - knows exactly what Aladdin's motivations are for wanting to wed the princess (at first at least until they have the duet on the carpet). Aladdin is greedy and Jafar forces him to confront this by actually courting the princess.

Sephiroth in Final Fantasy VII - manipulates Cloud into doing his bidding because he knows more about Cloud's past than he does. Forces Cloud (and gamers) to piece together and reconcile a very difficult past.

Darth Vader in Star Wars IV - forces R2D2 (c'mon we all know he is the real hero of the film) forces him to accept help from others and rely on others to complete his mission. Ok, Vader doesn't intend that initially, but he does drive every protagonist to see the world a little differently by the end of the film.


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A good way to make sure a villain is memorable is to have the players dislike him or even suspect he's the villain but they can't convince anyone else around them and they can't just attack him or kill him (they'd be villains themselves). Typically this happens with bad guys that have greater goals in the grand scheme of things but while in a village or town are basically being helpful. This would be like the half-demon leader of an adventuring party that rivals the PCs on jobs or tasks. The half-demon is actually researching or working to cause some event, but in the meantime he's earning money doing tasks for the kingdom (slaying monsters, rescuing damsels, etc.).

Even if a PC tries to point out he's a half-demon, people just shake their heads and remark how hard he works to combat his dark heritage and then look at the PC and just remark about how hard it would be for anyone to try and better themselves with bigots constantly pointing out things that they have no control over. Even when the PCs do still accomplish their heroic goals and seem to beat the rival group, they still can't win against him. If they go off into the woods and save a missing or lost child, everyone is happy, but when the bad guy shows up, he's managed to find her missing doll and the girl just goes wild and cries and laughs and hugs him and call him her hero and everyone just sighs and goes "Aww." Even the bad guy just downplays his roll and keeps mentioning how the PCs did the important thing, but everyone else just loves him all the more for his apparent humility.


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bad puns?


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CorvusMask wrote:
Yeah, thing is that good villain needs two things: screen time and personality. That aside they can be pretty much anything. They don't even need to be long running villain as long they use that screen time effectively.

This in spades...

In the Rekhan encounter the PC's tracked Rekhan back to his base, but were caputred and brought before him. The conversation went something like this:

PC 1:
"Why did you disrupt the Purification Ceremony!"

Rekhan:
"Why did I who the what now?"

PC 2:
"Why did you interrupt the Ceremony at Nybor!"

Rekhan:
"There was a ceremony?"

PC 1:
"You didn't know?!?"

Rekhan:
"This is the first I've heard of it. I'll have to kill one of my scouts later for failing at his job."

PC 2:
"Why on earth did you attack the town then?"

Rekhan:
"Because it was there. It looked peaceful. People were smiling. You know, the usual reasons."

PC 1:
"Are you expecting us to believe that you just happened to attack on the same day as the ceremony because of blind luck?"

Rekhan (Shrugging):
"Pretty much, yeah. Though now that I know there is a ceremony going on, I totally want to disrupt it. Thank you for that information, I'll be nice now and let you leave with your lives."

PC 2 (Flabbergasted):
"Do you even know what the ceremony is for?!"

Rekhan (Becoming slightly bored):
"No. I don't really care. It is important to people right? That means people will be upset if it is stopped right? Therefore, why not?"

PC 1 (Confused):
"That doesn't make any sense! You need to have some kind of goal, or plan, or... Something?!"

Rekhan:
"I do have a plan. There is a ceremony going on, I'm going to mess with it."

PC 2:
"I-I don't get it. Why?"

Rekhan:
"What part of this is so complicated to you? I like hurting people, and love sowing chaos and misery. I mean, surely this doesn't surprise you, look at me. I'm sitting here in a ramshackle base surrounded by barbarians and cut throats. I am wearing the blackest armor I could have made, I have spikes on it that have caked blood artfully applied to look more menacing. I just attacked a town for no real reason other than because it seemed like a fun place at the time, and I'm literally sitting on a throne made of skulls that is anything but comfortable. I'm a bad guy."

PC 3 (Who had been remaining silent this whole time):
"I have to admit. It makes sense."

Rekhan:
"Exactly! FINALLY SOMEONE GETS IT! That is the only reason I haven't ordered my horde to murder you all. Now, I want you all to calmly leave, we're totally going to let you, and I want you to tell Nybor that Lord Rekhan Bhaul is coming through, I'm going to smash through their gates, and then I am going to stop their little ritual, and then I might let my hordes have their way with whoever survives the initial strike. Now, if you'll excuse me, I have to go murder one of my scouts. Ta ta for now."


If they have a tragic backstory and/or make you understand why they are doing <insert bad thing>, even if you feel like you have to stop them that can work. Also having them do things that annoy the PC's(not the players) can work also.


Former allies can also make for particularly good villains because the PCs have already been around them enough to form some sort of attachment or at least recognition.
The general go-to is a betrayal, but it could even be a former ally who has gone separate ways and made enough poor life choices or was forced into situations they couldn't extricate themselves from that they turned bad.

Depending on the campaign, my go-to favorite is fans. If you have the mental bandwidth, keeping a list of people that the PCs have affected through their actions can be great and distracting. Once you get about a dozen or so, drop a few off here and there and then have the villain be a fan who tried to emulate their hero and fell hard. (Again, the stereotype is to blame the hero, but I find it more compelling that they tried too hard and then had to make a deal with a devil or somesuch in order to try to do good, which has turned out very poorly for them.)

Other ways for making them memorable is to find a way that they aren't just a "smash and forget" villain. Maybe they normally communicate via Magic Jar's victims or programmed illusions. Perhaps they have bound a pair of fae who can whispering wind back-and-forth. Whichever the mechanic - make it so that they aren't easy to just confront and deal with via a means other than their own ability to either project overwhelming force or survive it. Just make sure it's viable and not just a GM caveat (or at least make sure it seems that way to your players) - as those are, IMHO, the most forgettable ones.

Last, but not least, give them over-the-top foibles or affectations. A necromancer who dresses all in orange, an anti-paladin whose banner reads "the result of a drunken bet" in abyssal, the liche who can't rid himself of hiccups even though he doesn't even have the necessary organs anymore, etc.- anything that doesn't affect their ability to project or deal with force, but which makes them stand out and make them seem more "real" to the PCs.

Scarab Sages

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CorvusMask wrote:
Yeah, thing is that good villain needs two things: screen time and personality. That aside they can be pretty much anything. They don't even need to be long running villain as long they use that screen time effectively.

I'll third this. I'm actually frequently shocked that my players hate, and love to hate, my villains as much as they do. They don't really see them terribly often, but I make sure that, when they do, the encounter is EXCEEDINGLY memorable. They don't even have to do anything particularly evil. Heck, I had a villain recently garner my group's fury, and the only thing he did was present appropriate paperwork giving him legal cause to do a thing the group didn't want him to do. They just really suspected he was involved with something sinister.

I mean, it turns out he was, of course, but that first encounter with his hyper-legalism and organization actually really infuriated them.


Davor wrote:
CorvusMask wrote:
Yeah, thing is that good villain needs two things: screen time and personality. That aside they can be pretty much anything. They don't even need to be long running villain as long they use that screen time effectively.

I'll third this. I'm actually frequently shocked that my players hate, and love to hate, my villains as much as they do. They don't really see them terribly often, but I make sure that, when they do, the encounter is EXCEEDINGLY memorable. They don't even have to do anything particularly evil. Heck, I had a villain recently garner my group's fury, and the only thing he did was present appropriate paperwork giving him legal cause to do a thing the group didn't want him to do. They just really suspected he was involved with something sinister.

I mean, it turns out he was, of course, but that first encounter with his hyper-legalism and organization actually really infuriated them.

Yup! Nothing so frustrating to a hero as a villain you can't touch.


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It's difficult to give villains screen time. There are plenty of villains in Paizo Adventure Paths, but a lot of them have a tendency to die within thirty seconds of meeting the PCs for the first time.

So you need a villain who plays catch and release with the PCs, or who appears to be a law-abiding citizen, or who has a magic escape power, or who gloats via a remote image, or something like that.


Some different kinds of antagonist:

Enemy - Someone who is merely on the other side, like a soldier in an army invading your country. Capable of being honorable.

Renegade - A fun recurring antagonist who you might find yourself working alongside from time to time. Probably chaotic neutral.

Monster - Monsters instil the fear of death in you. They destroy because their nature is destructive, not because they have any particular desire to hurt people. They are often tragic figures. King Kong, Frankenstein's monster, etc.

True villain - One who laughs sadistically at the misery of others. These are the guys you hate.


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Three dimensionality and understandable - not necessarily agreeable but understandable- motives.

Londo Mollari from Babylon five. The operative from Serenity.

Separately, it can also help if you establish them as an ally in early installments and then have them do more and more questionable things until the pcs find them becoming the villain - which partially solves the 'screen time' problem - allies of the players can get quite a bit of 'screen time' and it adds that personal connection which makes a villain memorable.


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I find the horror mad guy to be the best vilain to be honest. Alden Foxgloves in Rise of the Runelors is a good example of that. When you put your players uncomfortable just with words, and when they smile as they smite the evil away, it is a nice feeling as a GM!

Mastering Warhammer & Dark Heresy helped me a lot when it comes to vilains. I remember once in a Dark Heresy campaign, their nemesis was an heretic Rogue Trader who dealt a drug causing Chaos mutations (the broken widow and glasses from a hive world lost in warp). As the player think they have his base surrounded, they realized he escaped. And then they heard a baby crying, and I can still see my players face when one of them said « Oh God not the baby! ». The vilain had left a baby, mutated with his drugs, and enough bombs to burn an entire block. They failed to disable the bombs, and got just enough time to run away.

That was a really nice scene that exposed the grim of Warhammer 40k, the «necessary sacrifice » humanity has to do every day, and a vilain with no limits.

They found him eventually. And he got to suffer the whole pain the Inquisition of the Imperum has to offer. My players take greats risks to take him alive just to have the chance to interrogate and torture him for payback. I was happy to see that I got a bunch of my friends to really hate a fictional character.

I find the best vilains to be the ones that behave without regards of any kind for society laws and customs. The sociopath, the lunatics... Of course my favorite alignement to play is Lawful Evil, and a tyrant can be a good vilain. But I found that making the players uncomfortable is what make them remember the bad guys.

Silver Crusade

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A mixed list of thoughts:

- Make the villain hot
- Make the villain out to be a friend first, this is even better when they are hot because one of the players might think they have a chance
- Make the villain the hero of their own story. Nothing hurts more than knowing that the enemy is doing what they believe is right, and if things were only a bit different the players and them could have been friends.
- Plan out ahead of time for their story to continue after they have died. Have the villain say or do something that seems unimportant and then have the players learn there was more to it only after the point of no return.
- Give them a completely normal and relatable trait. A hobby, a kid that they love, and throw in an insecurity or two while you're at it.
- Create your villain with your favourite players in mind. What tropes are they suckers for? What movie made them cry like a baby? Take that pain and make it a character.


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remember monologing is a free action


Just replace a couple of limbs with feathery wingalings and make them do rambling faux-philosophical monologues about how pointless everything is. Hey, Squeenix made billions off that formula.


HWalsh wrote:
djdust wrote:

A compelling villain is one who thinks they are the hero.

A 'for the evulz' sort of villain is not compelling. A realistically rendered villain is absolutely certain of their righteousness.

That isn't necessarily true.

One of the most memorable villains I ever made was an Antipaladin named Lord Rekhan.

Rekhan was memorable because, in a world full of complex characters and sympathetic antagonists, sometimes that character that IS just "for the evulz" can really strike a chord. So much so that Rekhan was brought back as a recurring foe BY POPULAR DEMAND of my players.

Who is Lord Rekhan?

Lord Rekhan is the eternal villain. By that I mean he can't seem to stay dead. Something keeps bringing him back and has done so for thousands of years. He's evil because he's evil and he's completely okay with that.

He will cause strife and destruction simply because he can and he doesn't care about anything or anyone. He is a liar, a murderer, and worse. He is brutal, he is funny, he's like the Joker only with a bit more grand plans.

He's the kind of guy who will kidnap a princess just so he can marry her, for no reason what so ever. He has no end game. He just thinks that it would be funny, and it would destabilize the kingdom. He's the kind of guy who would kill a room full of nobles just to watch the social order system get disrupted and so he can lead his horde on a rampage. He is chaos and evil personified.

The fact that something keeps bringing him back from the dead is just even better. He KNOWS he keeps getting brought back, and he doesn't care how or why. He just knows that he gets put down, but keeps waking up whole and undamaged. So he goes out, forms another horde, and gets ready to do it again.

He's the TRUE Antipaladin. Not some thinking man's bad guy. He's mustache twirling, he's vile to the core, and he has no sense of standards or honor. He will burn the fields of a farming community and then form a blockade just so he can watch them starve. No end...

I was looking for good villain ideas and this hit the spot. If I may, Lord Rekhan is such an Eternal Villain that he will, in time, find his way into other campaigns with other GM's. Thank you so much for you post about Lord Rekhan.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

*pops knuckles*

My handling of baddies has won some praise, so...

Cole Quick And Dirty Guide To Villainy:

1. They need a personality. This seems pretty basic, but it often seems to get lost in the shuffle... see: Lord Rekhan. Or Lo Pan. Laughable motives. Zero nuance. TONS of personality.

2. With that said, I enjoy some nuance... up to a point. Ultimately, your villain exists to be stopped by the PCs. But at the same time, most of them need to feel like organic outgrowths of the world they inhabit, rather than just, "I needed a Bad Guy here"

3. Personal stakes are good. This requires player cooperation up to a point, but their characters need things they actually care about for the villain to threaten.


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Everyone hates diplomatic immunity, and the smug arrogance that comes with it.

Sibling rivalry is always good, even if the PC in the party didn't know their character had a sibling, or even if they aren't related but the villain thinks they are.

The adoring fan obsessed and jealous and feeling forsaken turns to the powers of dark magic to exact his revenge and gain his well deserved notoriety.

Anyone who steals from the party can quickly become very memorable.

I still remember the vampire from my first 3.5e campaign, Lord Drazil. He was very similar to Lord Lekhan. Pure and simple chaos, hatred caused by immortality. He would take over entire towns just to fill his pits with gladiator vampire spawn out of sheer boredom. He was an absolute menace to the moral fabric of civilization. He had lord of estate and mayors doing his bidding. He had spies and heralds who would poison the opinions of townsfolk before we arrived, making even basic interactions and shopping difficult.

It was gloriously satisfying to finally end Lord Drazil.

Jon Brazer Enterprises

Personally, I prefer my villains to not be the monster in the last room. A memorable monster should be one that the players have known for quite some time. The villain should have seen the players disrupting their plans and met with them, perhaps keeping their connection a secret. Maybe they'll hire the players to go off on some adventure and get themselves killed.

Maybe the villain will try to reason with the PCs, trying to get them to see things from their prospective. If the villain has a high enough Charisma score, they'll even recruit the players to work for them.

When the players find out that the person that sent them on so many challenging quests was trying to kill them all along or has been providing security against so many orc raids are really keeping the orcs from their ancestral homeland and holy ground, they'll not only be upset but also conflicted about what they have to do. They'll remember their own internal conflict.


Lord Drazil had townspeople send us on side quests to both slow us down, distract us, and waste our supplies. We were furious when we learned we had unwillingly/unknowingly done his bidding. He would show up as we tried to rest, arriving with a swarm of rats or bats to harass us as he mocked us or tried to charm one of us to do something stupid.

He had a special breeding program in his castle, half vampires of every race, the well stocked gladiator pits, probably over 50 NPC's throughout the campaign that we met were doing his bidding working against us on a social level.

He was insufferable. His chaotic antics were exhausting.


Have more than one. Big bad evil guy doesn't mean the only wretched being in existence.

Imagine a country, destitute and destroyed post war, with a hardened and fanatical ruler brutally invading other lands to rebuild his home and take vengeance on the people who put his land through such pain. Not evil, damaged.

A sorcerer playing god with life to create an army, using social manipulation to keep focus on the growing war front and away from himself, so nobody but the PCs considers him more than small fry and even they don't have the time and attention to devote to him.

Meanwhile, the local thieves and assassin's guilds are run by the same mobster who's made a deal with a devil for money and power but his side of the contract involves stealing from the guards and murdering the clergy.

By the way, jack the ripper sends his regards.

Where do the heroes turn? Who do they stop? Who can they allow to persist while they focus on stopping the others? They'll be as pissed with the situation as they are with the villains.


Yes, have a whole committee(*), corporation(**), or even government(***) of them!

(*)Decemvirate of the Pathfinder Society, Whispering Way, Winter Council/pre-reform Lantern Bearers.

(**)Aspis Consortium, and the Pathfinder Society itself can stray dangerously close to qualifying.

(***)Cheliax, Nidal.


I'm not very good at making villains but I can tell you this - you have to make the players like him. Yes, they can hate him, but they also have to like them. Not want to be friends type of like though. I mean in the sense that there's some aspect of them that the players admire in some way - even if it's just the way the villain makes them wet their pants. There could be respect for the villain - either for their power or that he's honorable in some way. They could feel sorry for him. They could think he's funny. They could be outright terrified. Etc etc.

Think of the Marvel movies - both MCU and others. The Vulture was cool because he was just a regular blue collar guy who got screwed over and used alien tech to make gear so he could take what he wanted so he could provide for his family. He's both badass and sympathetic.

Doctor Doom in that horrible horrible monstrosity they called a Fantastic Four movie was just some kid who got left behind in another dimension and then just wanted to stay there. He's boring and can't be related to in any possible way. You can't even hate him because you dislike him so much.

The Doctor Doom in the two previous F4 movies at least had better motivation for being a villain - he got kicked out of his own company through no fault of his own, the girl he liked was in love with someone else, and he was turning into metal. Simply a better villain even if he wasn't a great villain.


The most memorable villains are the ones the party likes and trusts, up until they become the villain.

They don't have to be powerful, devious works.

They don't have to be evil; they may, or may not, simply be misguided.

The villain could, for example, be a paladin holding some of the less lawful party members accountable for their actions. He's a genuinely "good" guy, just a real dick.


He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee.

You want the bad guy to be relatable. So that to fight him or her is also to fight a part of yourself. You want the party to have lost something inside themselves by beating the BBEG. You should feel bad, and sad, and mad that you had to fight him or her. You should feel confused and slightly inadequate for not being able to bring them to reason without violence. The party should feel like they broke something beautiful at the end of the fight.


CorvusMask wrote:
Yeah, thing is that good villain needs two things: screen time and personality.

This, but I'd also like to add an understandable motivation. The best example I can think of is Handsome Jack, from Borderlands 2. He's the last boss in the game, but he keeps in contact with you through voice clips. That way, you're reminded why you hate him every 30 minutes or so. And he has some great voice lines. The inclusion of that character elevated the game from great to fantastic. As for his motivation, he truly thinks he's doing it for a good cause, and roughly three-quarters into the game, you do something that angers him. From that point on, you notice a change in him. He was just toying with you up to that point. Now it's personal. And he loses himself in that rage. The angrier he gets, the more I feel for him. And that's what so great.


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My favorite "villain" is Rachel from Tower of God.

She's got to be one of the most universally hated characters I have ever seen. The fact that she evokes such strong emotions amongst the fans speaks volumes about the author's skills.

Dark Archive

djdust wrote:

A compelling villain is one who thinks they are the hero.

A 'for the evulz' sort of villain is not compelling. A realistically rendered villain is absolutely certain of their righteousness.

The villain from the movie Serenity is a funky example. He knows and admits that the sort of things he does are monstrous, and would have no place in the sort of better world that he hopes to help create. This sort of villain sees themselves as a gardener, pruning away things that are a greater threat to society, or racial survival, or world peace, even if the 'pruning' they are doing involves killing entire communities of people that don't fit into the planned utopia to come.

A villain might believe that by culling the weak of their own race or culture, they are strengthening it against greater challenges to come.

Similarly, they quite possibly consider betraying or committing atrocities on other races, cultures, faiths, alignments, etc. to be absolutely necessary to promote the welfare of their own specific race/culture/faith/alignment. Races or peoples that can be subsumed to serve their own (like halflings in Cheliax, reduced to slavery), could be acceptable, while races that refuse to be slotted into a place in the new order, such as elves, are demonized and driven out. The villain has convinced themselves that they are the heroes of their own stories, the champions of their own people, whom they see at risk from these other groups. It's easy to focus entirely on this sort of bigotry, but to make the villain less obviously a villain, focus at first on the good stuff they are doing for their own race/culture/whatever, setting up schools and orphanages for displaced folk of their own particular franchise. (You can also change the texture of it by having it be race-blind, and purely cultural, or faith-based, or even alignment-based, with members of a lawful society oppressing nomadic chaotic peoples, or members of a dominant religion making sure that local laws are harsher to smaller rival faiths, while spreading all sorts of slander about these 'cults' and their practices.)

Behind the scenes of all the 'good works' the group is seen doing for people of their preferred type, signs that members of other groups are being oppressed could be subtle, at first, so that the PCs might not immediately jump to the notion that these people are fantasy Nazis. If they take a few missions for them, to deal with uncontroversial things (stop some goblin raids, kill some giant spiders breeding in the woods, find a necromancer who fled justice, etc.), the party could end up working for such a villain, unaware that they are using the party to handle this work, so that their own forces can concentrate on nastier work they like to keep behind the scenes. (Note that the players are likely to get upset if they get bamboozled into nastier missions on the 'kindly' quest-givers behalf, so it might be best to avoid that, as your goal is to make them hate the villain, not the game-master!) :)

Jon Brazer Enterprises

UnArcaneElection wrote:

Yes, have a whole committee(*), corporation(**), or even government(***) of them!

(*)Decemvirate of the Pathfinder Society, Whispering Way, Winter Council/pre-reform Lantern Bearers.

(**)Aspis Consortium, and the Pathfinder Society itself can stray dangerously close to qualifying.

(***)Cheliax, Nidal.

Nidal is not villainous. They are just misunderstood! :P


Heather 540 wrote:

I'm not very good at making villains but I can tell you this - you have to make the players like him. {. . .}

Doctor Doom in that horrible horrible monstrosity they called a Fantastic Four movie was just some kid who got left behind in another dimension and then just wanted to stay there. He's boring and can't be related to in any possible way. You can't even hate him because you dislike him so much.
{. . .}

I found myself drawn to root for Dr. Doom in that movie. Although he was obviously a bit batty, and not much like the Dr. Doom of the comics, of all the characters in that movie, he articulated better philosophical points than anyone else in there . . . .


The too much righteous guy can be a good opponent too. It depends on how you use and judge alignment but I had a blast with a fanatical Inquisitor of Abadar who was applying the law without any reflexion at all. To the letter.

He made my players angry more than once, by being sometimes really stubborn and undiplomatic.


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I had an expy of Labyrinth's Jareth (David Bowie) as an elf sorcerer merrily and flamboyantly leading a band of goblins on a quest to reawaken the superweapons of a fallen civilisation and take over the world.

The party frequently forgot that he was the bad guy. They rather liked him.


Whatever you do, make sure the villain gets ample time "on camera." Make sure the PC's and players have some kind of relationship with them.

Don't just have an NPC tell the PC's "My town was butchered by the necromancer's zombie horde!" Instead show the town as a place with (mostly) friendly people, families, and plot threads, then when they visit again later its been torn apart by the undead.


My villains tend to be among those three types:

- Big shots or not, they wish to hurt an acquaintance of the PCs, and the PCs won't tolerate such trespassing.

Example 1: in Saint Caspieran's Salvation (at the end of the "Shadow in the Sky" volume) they found an Amydean girl who was hiding from her abusive husband there. I didn't even give a name to the husband and they met him only once, and not for long, but they want to murder him. So much than, once, while downtime, one of the players came to me and said: Now I'm looking for Amydean's husband. If I find him, I confront and destroy him.
Example 2: in a homebrew campaign, the gods had a law about not giving birth to true half gods, but then one of them did, and managed to hide it long enough that the PCs met the little kid and befriended him. So when the god of Law noticed, and tried to apply the usual sentence (death of the boy), they decided they'd go mythic and kill the god. They haven't reached that point of power yet, thankfully.

- Ex-PCs gone insane, if they were not already. That's not always the kind the PCs want to murder, but it's easy to make them have a personal relationship with that kind of villain. Though, since they're ex-PCs, having the player accord (or have him play the villain) is far better.

Example 1: a time-traveling half-succubus pregnant PC had an accident coming back from one of her travels, resulting in her going insane. She was latter accepted by the Abyss as a Nascent Demon Lord, and another PC, her late lover, set to bring peace to her soul by killing her demonic existence. The campaign is still in writing, but the players already love it. Haven't decided what happened to the baby yet.
Example 2: an aasimar having the same difficulties swallowing his heritage as Nualya (Rise of the Rune Lords), except he did succeed in gaining power instead of getting killed by PCs in his first real mission. Well, he was a PC. Like Lord Rekhan, he rejoiced on pure chaos, mayhem and evil doing, but unlike the lord he was kept in check by another PC. As he became immortal and exceedingly powerful, he eventually became the dominant and proceeded to torture, rape, enslave and more the other PC. Which set the rest of the party against him, of course, but to be fair, they disliked him from the start, in a like-to-dislike-him way.

- NPCs the PCs can't quite understand they're villains. It's afterwards that those villains become true tales that will be told over and over again, while, during their game time, they were thought as something else entirely.

It's not always the safe way to go about it, though.
Example 1: that was probably a failed thing at first. One of the PCs wanted to be a diabolist with a little devil following around. Little devil happens to not be a little devil, but an ancient fallen angel whose transformation into a devil has been interrupted. At first they were divided between those who loved him and those who wholeheartedly hated him, but then when they figured what he was and got him to confess a bunch of secrets he had been keeping, they were just to astonished to know whether he was an ally or a foe. Then they finally universally accepted him as an ally. Thing is, the fallen angel, while having his real body regenerate in a safehouse in another plane, was using his relationship with them to make contact with an angel he had known which he considered accountable for his fall and deeply desired to punish for it. Sad thing... the PCs were actually ally and close friends with said angel, and didn't appreciate to have been used.
Example 2: homebrew world and campaign, the world is dominated by a council of kings and queens in a fairy world. They managed to have universal peace on the planet and adventurers all belong to an organization the council rules over, and receive their missions from the council (it's typical adventuring mission: look for artifacts, run after the occasional bad guy...). The PCs were persuaded right from the start the Council - and most of the world inhabitants - were LG, and at some point they stopped questioning their missions because - seriously, they're more LG than LG anyway. The PCs had come into the organization because major traumas had placed them before the following choice: some hard sentence for their crimes or joining the organization, and all crimes were actually accident or unexplained insanity crisis. When they stopped questioning and researching, I told them: you know, things might not be as you think. You should check, just in case. Them: it's more work... and we trust them anyway. Truth: the council was mainly CE, with a few miscellaneous alignments, and some LN diplomats, the PCs' accidents and unexplained insane acts had been caused by the council recruiters, and they turned into wrong-doers themselves nearing the end of the game. Afterwards, when I showed them my NPCs sheets and the consequences of some of their missions, they were devastated. I still hear them saying "I trust them anyway, they're more LG than LG". Naive...

I know, that's not really from a player's perspective, but I'm frequently enrolled as GM, much more than as PC, and that's mostly what my players remember (they completely forgot about the drows from Second Darkness... maybe I just played them wrong). We tend to switch GM in the middle of the game when it seems appropriate or fun anyway (especially when a PC becomes a villain).


For any grand villain the players need to see evidence of their wrong doing. The villain's plot should have been under way for quite a while now. Seeing how that plan has been carried out in parts should motivate the heroes to oppose them.

Leave tales of their misdeeds. Or agents working under the mysterious villain that commit a variety of despicable acts to aid their hidden agenda. Even if you want to keep the villain hidden, let their motivations be known. By the time the heroes finally confront the villain, they should have a fairly good idea what the villain's motivations are and even key details of their plot that they may or may not have put a stop to. Even if the heroes have stopped their insidious plot, they should feel the only real ending will be with the villain's death (or capture).

Silver Crusade

Barzillai Thrune in Hell's Rebels is a great villain. You meet him at the very start of the AP, and he gets to show off what a big jerk he is right away.


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Sometimes the most memorable villains are the ones that the heroes can't defeat through fighting--not because the NPC is a major badass, but because doing so would make life far, far harder for the PCs.

Here's an example from one of my past campaigns (not PF, but the system doesn't matter):

A noblewoman takes an instant dislike to the low-born PCs. She seizes every opportunity to politely insult them, undermine their efforts at court, and even sabotage their love affairs. As a close blood relative to the local ruler, taking any direct action against her would get the PCs run out of town at best, or executed at worse. Eventually, her obsession with thwarting the PCs may lead to her stepping over a line that they CAN use against her. Perhaps she's exiled for it--but then reappears in a later adventure as the new leader of a group that causes trouble for the PCs--especially after she learns of their presence on "her" turf. Now she has her own little court to lord it over, as well as a tougher, rougher sort of bodyguard. And even though she's in exile, taking her out would still sour the PCs' relationship with her family, who are their chief patrons.

In my game, this noblewoman was eventually pardoned, but by then she vastly preferred ruling in exile rather being than a mere courtier back home. Some years later, a PC had a vision about a threat to the exile's life, and their personal code of honor compelled them to go to her aid. This led to an uneasy truce, and the beginnings of some mutual respect at long last. But they are definitely NOT friends.

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