View Full Version : 5 rules of the continuing villain

4 July 2002, 10:20 AM
I thought this might help new gm's with continuing villains as pc's have a habit of 'killing them b4 the climax of theyre stories. this is taken from the out of print marvel adventure game rule #1; the body is never found,without a body there is no proof of death and without that there is no death this applies regardless of where the villain was last seen, be it in the heart of an explosion etc rule
#2 if the body is found.its never the villains body.its a clone, android etc..rule#3 if the body was found and its the villains body its never the villains mind.theyve had it transferred into another body, machine, computer etc rule"#4 if the body is found and it is the villains body and mind someone else will become the villain ,be it spouse ,ally, offspring and they will want vengence and finaly rule#5 if the body was found and it is the villains mind and nobody else becomes the villain it wasnt a good enough villain anyway get to rolling you need a new baddie. ive found these rules to work quite well in most rpg's and hope they work 4 you::D

Talonne Hauk
4 July 2002, 12:51 PM
Another rule to keep in mind is to make sure the villain advances in level, strength, etc off camera at nearly the same pace as the heroes.

4 July 2002, 02:11 PM
he must be more cruel, evil and cunning than the earlier encounter..

if you want to make him real evil, "modify" his plans after how your characters comes up with things, so they can feel the preasure comming closer.

since the villian in most cases is more experienced than the game master creating him. thats not to unimginable imho

shadow master
4 July 2002, 11:06 PM
Or if you want to really show a personality flaw like arrogance or plain stupidity, have them use the same techniques over and over again. That way, the PCs will be used to his antics by the time you are finished using him and ready to completely throw them off by doing something completely different than the other dude.

4 July 2002, 11:52 PM
Of course if one was feeling particularly evil (not just the Diet Coke TM variety), the old switcheroo comes in handy:
Have the major antagonist use the same one or two methods long enough to lull the PCs into a false sense of security and then pull the proverbial rug from under their feet. This sort of layered strategy is the most challenging to construct but is also the most satisfying to both GMs and PCs. :D

5 July 2002, 03:13 AM
Or, after meeting said baddie several times, have their nemesis used as bait by even badder bad-guy :)

Or, foist an even greater 'evil' on the party - one so bad and such a threat, that they have to work with their nemesis to avert disaster!

heh heh heh

Puck :)

Tannik Tulo
8 July 2002, 12:14 PM
How about this one, The guy they just killed was in fact the right hand, after all what kind of intilligent leader would ever place himself in such a position that he could be injured or killed. (From past experience Pcs don't usually figure this out untill Mr left hand steps from the shadows and smites them)

8 July 2002, 04:18 PM
And if absolutely all else fails, the whole thing was a blue-milk induced dream. ;)

The Admiral
10 July 2002, 03:27 AM
Hmm. Spend as much time as is reasonable possible thiking from the bad guy's perspective. Bear in mind what he is aware of, what his plans are. Chances are, the party won't feature very heavily in either.
A villain who acts consistently in his own manner, to his own eneds, is much more believable and much more scary than one who only seems to bicker at the party.

Redeemed Jedi
11 July 2002, 08:56 PM
to build on horns original concept the 5th example can be modified. instead of finding the body mind, etc and the villain being dead, the hero has to do certain things to kill him that the hero becomes the new villain.