52 It’s More Than Personal

Too often, a GM will introduce the primary antagonist to a game only to find that the adventuring party is less than enthusiastic about opposing her, him, them, or it. The desire to face a truly compelling adversary is understandable, but your GM doesn’t have to be alone in making that work. A good villain needs power to be compelling. You can work with the GM to make the big bad of your game as personally offensive as possible.

images Answer these prompts to fill in details that will create your greatest enemy.

What about the antagonist do you find frightening or repulsive? A good villain can offend with his mere presence. This should be something that is almost unignorable once a villain has revealed his true nature. Fear and disgust are powerful emotions; they force you to act in ways you would not when encountering lesser foes.



How does he offend you? The idea of offense goes beyond being slighted. Something about the villain’s behavior or intent should violate part of your core philosophy of right and wrong. You should not be able to coexist with this being.



What has he done to you? As a hero, it is common to have enemies who try to seriously hurt or injure you. This question refers to a special, premeditated cruelty. Either the villain took time to know you in order to harm you or he is tied to a significant event in your past.



How are you vulnerable? To make your relationship with a villain meaningful, you must acknowledge him as a threat. The answer to this can be as simple as, “I know I cannot defeat him alone,” but it is better to recognize other ways in which you are susceptible to attack.



What will you get if you defeat him? Finally, there must be a personal motivation to see the villain’s end, one that extends beyond your survival, prosperity, or moral conviction. Your reason for wanting to confront him should be distinct from your reason for facing most enemies.