by Michael T. Kuciak _Morgan and his band of adventurers strode into the throne room and knelt before the wizened king. "We have come in answer to your call, milord," Morgan said. "What is this blight your messenger spoke of, and who is behind it?" The king raised his head and looked Morgan in the eye. "An evil wizard has thrown a curse upon the land . . ." he intoned. "Oh, great, another one," Morgan groaned, rolling his eyes. "What a surprise. Oh, well, what's _this_ one's name?"_ One of the biggest keys to great adventure is a really nasty villain, one that players will go out of their way to confront and, with any luck, defeat. In too many games and adventures, however, the villain is nothing but a grocery list of powers and minions, a cardboard cut-out that the players fight because there is nothing better to do with their time. To truly fire the players' interest and imagination, a good villain is in order. This villain must be vile enough that the players will want to throw a wrench in his plans even if their characters are not getting paid to do so. But how does one go about making an archvillain that the gaming group will love to hate? The two key tools for making a genuinely despicable antagonist are fear and hate. As a species, we hate what we fear, and we fear what we hate. If you can create a character the group is afraid of, but despises so much they will still go after him, then you have succeeded in making an outstanding villain. Fear Fear is a good thing. Fear keeps the players on their toes, makes them wring their hands and worry. Real fear helps players suspend their disbelief and identify with their characters. Fear makes for good roleplay. But fear is elusive in role-playing games. It is very hard to instill fear in players sitting around a table with their friends in a well-lit room. Getting players to scream and jump is nice, but that is just a part of fear's potential. Fear is getting players to worry about what will happen to the characters they value so much, to wonder how they will ever beat their adversary, or to fret when they cannot seem to get out of a sticky situation. Here are some things villains can do to make your players afraid: Invulnerability. A good GM makes opponents challenging, but not so tough that the players cannot defeat them. Indestructable villains lead to bored and frustrated players. Every once in a while, though, the group should meet an adversary who is very tough to beat, or who may be stopped only in a certain way. The characters may run like rabbits at first, but just watch them sit down and fiendishly plot their opponent's demise as soon as they catch their breath. For instance, I ran a CHAMPIONS* campaign with a group of malicious heroes known as the Wrecking Crew. They had some tough fights, but they always stomped the bad guys in the end. It became a pattern, and anything predictable is in danger of going stale. One day the heroes ran into a group of villains called Anselum Defilus. Anselum Defilus had less members than the Wrecking Crew, and the villains were only marginally more powerful. However, through complementary powers and teamwork, Anselum Defilus smoked the heroes like a cheap cigar. Twice. My players hated these villains more than anyone else, mostly because they were afraid of being beaten again. The Wrecking Crew eventually managed to beat Anselum Defilus by tracking down the individual members and pounding them when their friends weren't around to help. Even in the case of nearly invulnerable opponents, the villain must have some flaw or secret vulnerability that allows the heroes to beat the villain; if the villain is truly indestructible, there is no point to playing. Even Smaug, the great dragon in _The Hobbit,_ had a chink in his armor. High Intelligence and Cleverness. How many times have you seen a monster or master villain described as a "genius," even though all he does is sit in a tower or dungeon, waiting for the PCs to come and smash the place up? I've seen this happen much too often, and it is entirely preventable. How is the average GM supposed to run a character who is more intelligent than he is? Simple. Assume that a genius can figure out almost exactly what his opponents (the PCs) are doing at any given time. What made Grand Admiral Thrawn of Timothy Zahn's _Star Wars_ trilogy such a deadly opponent? An uncanny ability to predict and act on the plans of others through infallible logic and study of the art of his opponents' culture. Zahn wrote Thrawn as a genius so he didn't have to resort to goofy plots and overly-complicated plans. High intelligence can make a party jumpy and jittery, always wondering if the master vampire has yet again been able to guess their plans and lay a trap. Just like invulnerability, though, a genius villain can become frustrating if taken too far. When the players are just about to give up, let the villain make a mistake. Even geniuses slip up. If the PCs are quick to exploit the mistake, their final plan may succeed. Phobias. If the players are afraid of something in real life, use that fear to your advantage. By this I don't mean locking people in dark rooms or dumping live spiders on the gaming table. However, villains who embody or play on your players' personal fears will strike a chord. Maybe one of your players has a fear of snakes ("Snakes. Why did it have to be snakes?"). Send the party up against the snake cult from _Conan the Barbarian,_ or the Children of Yig in _Call of Cthulhu._ If the PCs are captured, drop them all into a pit full of venomous snakes, then describe the experience in excruciating detail. I guarantee your herpephobic player won't hate any villain more than rotten snake worshippers. Another way to play on phobias is to introduce a villain with the ability to read minds and generate illusions. Several examples exist in super hero and fantasy games, but the fear these villains engender is often expressed as "temporary damage due to system shock" or some other rules-heavy cop-out. One would imagine that an opponent with this power would be feared, but most players laugh at them because they are not played correctly. These villains can customize the fear for every member of the party and spread the hate around evenly. By really getting into the role and exploiting the players' real-life insecurities and phobias, you achieve maximum gaming impact. Play it to the hilt. Remember to keep it tasteful, though. Some people have such strong phobias that even role-playing against the objects of their fear is too much. If you know or find out one of your players has such a strong phobia, be mature and leave it alone. Insanity. Many people are afraid of insanity, and for good reason. The insane are not predictable and don't always mesh with our expectations. They live in a world of their own, and play by that world's rules. In fact, it has become a cliche for villains to be described as insane. Almost all of Batman's enemies are insane; that's why they go to Arkham Asylum instead of jail. They are dark and frightening because their thoughts and actions are unpredictable. Why are the Malkavian Kindred of White Wolf's VAMPIRE* game and the Black Spiral Dancers of the same company's WEREWOLF* game so shunned and feared? Because they are one and all off their rockers. Homicidal and sadistic impulses are evidence of insanity, not the disease itself. Take your players' crazy opponents to the outer extremes of the wild, the bizarre, the nonsensical, and the frightening. Remember, the insane follow logic just like anybody else, but it is a twisted, private logic. If the PCs can figure out what the pattern of their madness is, insanity can be a useful tool to defeating the villain. Friends and Power. George Orwell's novels _Animal Farm_ and _1984_ are two of the most frightening books I have ever read. Political power can, in many ways, be more deadly than magical or physical power. Let's say the PCs are part of the special law-and-order task force of a fantasy city. They find out Abdeluh the wizard has committed murder and plotted against the king of the city-state. The PCs get their gear together, wander out to the wizard's secret tower where she lives by herself in the middle of nowhere, and fix Abdeluh's wagon. A nice, clean- cut, black and white scenario. Whether they win or lose, the powers of goodness are on their side. Now, let's just say that instead of Abdeluh living alone in the middle of the desert with only her familiar to keep her company, she lives right in the middle of the city that the players are trying to protect. In fact, Abdeluh is the court wizard, and has done many things to make her popular with the royalty and city as a whole. Besides that, she wields huge political power. Without casting any spells, Abdeluh can defeat the PCs. She can get them fired, destroy their reputations, send the king's own guards or assassins to arrest or poison them, confiscate their possessions, imprison their loved ones, and generally make them miserable. Why is this frightening? Because as a GM, you have made it absolutely clear what will happen to the PCs if Abdeluh finds out they know her plans, much less are plotting to act against her. The party will have to skulk in shadows and walk on eggs the whole time they are rushing to save king and country. One wrong move and the jig is up. Perhaps the party is fighting against the new, totalitarian regime. Or they must stop a very popular political or religious figure a la George Stillwell of Stephen King's _Dead Zone._ With politically powerful opponents, the stakes are always high. If the party does not succeed against conventional villains, they can always track the bad buys down again later for a rematch. With popular, high-ranked villains, the PCs get one shot. If they miss, the villain can crush them by picking up the phone. Now that is fear. Paranoia. When the PCs have no one to trust and nowhere to hide, they have much to fear. They will be afraid when the enemy has them surrounded and controls the situation. The players will fear their character's well-being when they doubt the most trustworthy of NPCs. Why would the PCs fear everybody they meet? Plenty of reasons. The villain may have mind control powers. There may be a fat reward for the party, and everyone wants to cash in. They may be wrongly accused of a heinous crime, like in _The Fugitive._ The town, country, or world has been invaded by aliens like those in _Invasion of the Body Snatchers,_ or by the RAVENLOFT(R) realm's doppleganger plants. The villains may be numerous, and able to shape-change: for instance, the PCs may face a plague of vampires or werewolves. Whip up fear through the players' paranoia. Burn them again and again and again. Hound them and surround them. Have the party's best-laid plans turn into deadly traps as their closest friends (or the people they thought were their friends) turn them in. Let the master villain repeat verbatim things the PCs said in private. Rattle the cage, and keep rattling. The Technocracy of White Wolf's MAGE: THE ASCENSION* game is a powerful and terrible foe because they can replace anyone with a genetically or cybernetically constructed spy. The PCs, literally, have no one they can trust except each other, and even then maybe not. While they are fighting, the party should hate and fear everyone around them. When the party finally beats the villains, the players should feel the weight of paranoia lift from their chests. Horror Show. Most people know fear from the usual horror books and movies: dark nights, strange noises, supernatural creatures, and so on. In certain sessions when everyone is in the right mood, those tired standbys can actually work, and boy, is it a lot of fun. Just like phobias, use whatever frightens the players the most. If your players are big fans of Clive Barker, throw in bizarre, grotesque villains to your heart's content. Let them hunt vampires, Great Cthulhu, or ghosts. Put the party in haunted houses, awaken the dead, trot out the psycho killers, juggle severed heads. Do whatever floats your boat and has even a slight chance of actually scaring your players a tiny bit. Go to town and have a blast. In horror, it pays to go overboard with description. All of these things are useful in regular games, but to really scare your players it won't do to sit around a table in a well-lit room with the TV on in the next room. Dim the lights, light some candles, play in the basement or the attic. Softly play disquieting music. Do whatever you want, but try not to ruin the mood by getting too corny. A little bit of props and stage-dressing can go a long way. Hate Hate is a strong word, and such a strong emotion can bring people to the farthest, most harmful extremes of behavior. Hate may be a nasty thing, but it can sure make role-playing games a ton of fun. As a GM, you must do everything in your power to convince the players to hate your villains. Ideally, they should despise even the most powerful of villains so much that the PCs will travel to the ends of the earth to thwart him. Make the players hate this villain so much they talk badly about him even when you are not playing, so much they draw pictures of him and throw darts at it. They must feel strongly enough to be willing to use up all of their character's powers, items, favors, connections, and blood just to bloody the villain's nose once. When a truly hated villain is finally defeated, the players feel an incredible sense of satisfaction. They jump out of their chairs, yell and high-five. The players know for a fact they have done themselves and the gaming world a great service by defeating this villain. How many evil wizards and orc kings can you say the same about? Here's how to convince the players to loathe a villain: Loved Ones. Watch the PCs get steamed when the villain threatens their favorite NPCs. Let the bad guy kidnap their children, kill their best friends, enslave their grandparents, or possess the mind of dear, old uncle Joe. To get the players riled up, though, you have to play the NPCs as real people who everybody genuinely likes or admires. You cannot just say, "Bob, your character has a very sweet, old aunt, and Strahd von Zarovich just kidnapped her," and expect anybody to really care. Play out scenes where the PCs talk with these people and get to know and like them. Have the NPCs do consistently nice things for the party, and help them out in times of trouble. Work up some actual good feelings about these imaginary people. _Then_ kill them. G'wan, it's fun. Heinous Crimes. Villains, as a group, are people who are expected to do very nasty, despicable things. Things no one would even think of doing. Things that make villains less than human, that make them a blight on society. A few times I have played in games where the villains did nothing terribly wrong. Every once in a while I run across an adventure where the main bad guy is a bandit chief or something. Now, what player is going to get angry about a guy who steals from merchants? Make your villains memorable as the meanest of mean, the lowest of low. The bad guys should torture peasants, burn crops, spread lies, ruin reputations, release plagues, and steal candy from a baby. Because role-playing is a game, it takes more to upset the players than it would take in real life. A villain must do something very, very bad for the players to care whether he gets his just desserts or not. Bring it Home. Try naming a player who truly, honestly gets upset when an evil wizard curses the land, or steals a king's powerful magical item. Go ahead, try. Now, name a player who gets upset when the wizard casts a curse on their characters, or steals their most powerful magical items. A PC who would not blink an eye to watch an entire city burn down might gnash his teeth at the sight of his own house on fire. Unless your players are all excellent role-players and the whole group is an order of paladins, no one cares when the villain does mean stuff to other people. It just gives the PCs an excuse to beat him up. When the villain's guns turn to the gaming group, however, watch the temperatures rise. If the villain does something vile to the PCs and they still don't care, let him keep stealing, bullying, and harassing them until they do. Be malicious until the group is riled up, then keep going. When the party treks off into the wilderness or flies off into space after the bad guy, they will have a personal reason for seeing the villain brought to justice. Personal Hatreds. Always keep in mind what upsets the players in real life, and carve your villains to fit that hated image. If your players are concerned about the environment and ecological destruction, dust off the Giant Evil Corporation from any of the cyberpunk games or Pentex from WEREWOLF: THE APOCALYPSE. Give your villains the exact qualities that you know your players hate in other people. Arrogance, racism, sexism, closed-mindedness, lying, bullying, selfishness, greed, immaturity, or stupidity can all make the PCs really want to get their hands on that bad guy. Perhaps while their characters are beating up the villain, the players are imagining someone from real life getting their due. If so, you are doing your job as a fiendish GM. That is what escapist entertainment is all about. Again, be tasteful and mature about playing on your players' emotions. If a player is upset, hold back on the villainy a bit. There's no point in losing friends by driving players away. Betrayal. There is one, sure-fire, big gun way to get your gaming group to hate somebody - pull out all stops and betray them in the most heinous manner possible. If the party rescues the damsel in distress, watch their reaction when she implicates them in crimes, blames them for deaths or failure, or accuses them of being part of a larger plot all along. If the heroes save a reporter from certain death, let the weaselly reporter promptly turn around and expose their secret identities for an easy Pulitzer. Make them find out that their mentor is evil and manipulative, and has been playing them for fools since the beginning of the campaign. There is nothing, nothing, nothing at all that makes players' blood boil than a nicely-crafted betrayal. They will stop at nothing to give what they got, to even the score, to serve up a plate of revenge. Hate and fear are best used in conjunction. A single trait to make the players hate or fear the story's villain will work nicely. Blend two or three together with a strong character and you will have a memorably despicable villain. Let's look at some examples. Why are Nazis such great villains? Because they controlled a totalitarian state with a nearly unbeatable military force and committed unspeakable atrocities in the name of a racist and insane leader. As you can see, the traits mix well. Try mixing and matching fear and hate ideas. Greed, arrogance and insanity? Sounds like Batman's arch-enemy the Joker. Bram Stoker's _Dracula_ is another standout villain. Dracula was not just a Wallachian knight, he was a cruel and despotic ruler who put both his worst enemies and most loyal followers to the stake by the thousands and dined to the sounds of their tortured screams. Four hundred years later, he traveled to London to kill and possess the women closest to Harker and company. When they struck back, Dracula dodged and tricked them every step of the way, all the while arrogantly flaunting his incredible undead power. As icing on the cake, the whole story drips with the best horror show conventions. Wow, what a villain! Bring out the best in your bad guys by giving them a style and character all their own. Make each adversary distinctive, sinister and easily recognizable, so the PCs react strongly whenever the villain or his minions show up. A word, a phrase, an image, a _modus operandi_; these will bring flesh and blood to that cardboard cutout, and make your next NPC a full-bodied, three-dimensional, monstrously evil villain your players will love to hate. * indicates a product produced by a company other than TSR, Inc.