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I would certainly like to see more nonhuman humanoid villains, but especially in ways that really play up the differences;
- A dwarven villain might play really defensively, with an ingeniously trapped lair, alarms, fallback positions and reinforcements. Defeating him through typical "bust in the door" tactics should be very very painful; he's too good at countering that game.
- A very very large proportion of all halflings encountered are already psychopaths/kleptomaniacs/perverts. On both sides of the screen. What's needed here is something more classy. A "butler did it" would certainly be an option. Halfling villains would play on being inconspicuous, overlooked as nonthreatening.
- Gnomes - a really really clever illusionist, that isn't foiled by players just spamming Detect Magic everywhere. Players should end up quite paranoid, because anything they see might be an enemy in disguise, any enemy they see might be a distraction or an involuntarily disguised hostage, or a double bluff and actually be an enemy you're not responding to fast enough.
- Half-orcs: Orcs of Golarion mentions that because they're smarter than full orcs they can actually be quite influential in orc tribes. Some orc chieftains even try to breed half-orc offspring as capable lieutenants. Running into an orc tribe using smart tactics is quite something else from your typical half-orc street thug.
- Elves: Golarion elves tend to play their cards close to the chest, and managed to avoid the reputation for having schemes to take over the world that we tend to see in Shadowrun. But they're still very long-lived and arrogant. An elven villain's plan could have been in motion for a long time, and even be "for their own good", because the villain believes he knows best. Or because he just doesn't think individual human lives matter much because they're like mayflies.

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I rather relish any opportunities I get to highlight non-human NPCs and villains, especially in diversifying the venture-captain roster and presenting unexpected foes.
Clearly we need a gnome arch-villain. And not some goofy gnome, either, but an obsessively sinister schemer.
I really love the thought of this, since well-thought out adversaries are often my favorite part of any story. Many of my favorite characters are villains, especially villains with a cause behind them. I always thought that Magneto was more interesting than Professor X for example.
Woot. Gnomes finally get to be badass!
Hmm

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I rather relish any opportunities I get to highlight non-human NPCs and villains, especially in diversifying the venture-captain roster and presenting unexpected foes.
Clearly we need a gnome arch-villain. And not some goofy gnome, either, but an obsessively sinister schemer.
John, my RPG Superstar module pitch involved a gnome arch-villain. Let me know if you are interested and if so I'll send you the elevator pitch for possible scenario development (I'm not really interested in writing it, but I'd gladly relinquish all rights to see somebody else take a crack at it).

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I rather relish any opportunities I get to highlight non-human NPCs and villains, especially in diversifying the venture-captain roster and presenting unexpected foes.
Clearly we need a gnome arch-villain. And not some goofy gnome, either, but an obsessively sinister schemer.
The eyes of the ground squirrels are everywhere, John.

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John Compton wrote:The eyes of the ground squirrels are everywhere, John.I rather relish any opportunities I get to highlight non-human NPCs and villains, especially in diversifying the venture-captain roster and presenting unexpected foes.
Clearly we need a gnome arch-villain. And not some goofy gnome, either, but an obsessively sinister schemer.