Protagonists need antagonists. Heroes need villains. This is a basic requirement for any story and for time immemorial heroes sallied forth to battle dread forces of darkness. Sadly, many
campaigns (and books for that matter) tend to ignore the villain’s motivation, turning them into shallow incarnations of evil, motivated only by the plot’s needs. As much as I dislike this tendency, it is a time-honored technique. Read “Much Ado About Nothing” by Shakespeare. Don John does his mischief because Shakespeare needs an agent of evil in his happy garden, not from a quirk of Don John’s personality. Evil needs purpose, not ambiguity, not a bloody Rorschach test of motivations for player interpretation.
This post will discuss some of the cliched motivations for villains and how some simple changes make them from stereotypical moustache-twirling agents of evil to fully realized characters.
1. Racial Evil
Drarg is an orc. All orcs are evil, therefore Drarg is evil. Syllogistic arguments make life so simple, yet they also remove most of the subtlety from a plot. This is a personal pet peeve of mine. By making an entire race evil it removes the need for irritating introspection or even circumspection from the players. PCs kill orcs and that is all there is to it.
Philosophical arguments regarding inherent evil aside, there are ways to make an entire race evil without “Don Johning” the plot. My personal favorite was in the TV series “Stargate: SG-1.” The primary villains for most of the series were parasites called Goa’uld that took human hosts, conquered, enslaved and murdered and thought of themselves as gods. Thoroughly evil in all respects, but there was an excellent reason for the behavior. It had nothing to do with race, it was the life-prolonging technology they used. One of the heroes took it for a spin and went megalomaniacal in short order. Of course, parasites are not humanitarians to begin with, but the technology made them really vicious.
A small plot point turned them from monolithic evil into pathetic victims of their stolen technology. Oh, the pathos! PCs might feel the need to rescue the opposition from their own technology. See Star Trek’s Borg for more of this plot type.
No race is entirely evil, there is always a portion that goes against the grain and therein lies the great role-playing moments.
Oh no! The evil overlord rides to conquer our peaceful nation for no reason! Sally forth and do brave battle, oh heroes!
Warfare is incredibly dangerous, time consuming and expensive. No nation or individual undertakes it for the sole purpose of conquest. Conquest is just the tool, not the goal. Historically water, religion, treasure, honor, population pressures and food are all common reasons for invasions. Give the warlord a reason to call, not just for the fun of the conflict. Rather than a stand up fight, the PCs might discern his goal and thwart the reason for the attack rather than the attack itself. It gives the warlord some depth instead of a blood-thirsty warrior, he is now a workman going about his duties.
3. Rubber-Room Crazy
As much as I would like to rail against this one, it works all by itself. Sometimes the crazies do get out and do evil things for reasons known only to them. Hard to get much depth out of a madman, but if you can get even 10% of the personality of Dark Knight’s Joker into a crazy NPC you are doing well. One of the most difficult types to make three-dimensional but some backstory helps. Give a reason for the madness and then let him run wild. Motivations will not matter to the PCs once the blood starts flowing and the PC’s world begins to fall apart around them.
4. Honorable True Believer
I saved my personal favorite for last. Nothing, nothing is more dangerous than an honorable man that decides the ends do justify the means. Our villain feels bad about the genocide he wrought, but in his mind he is doing the right thing. I am such a fan of this type of villainy because they cause serious moral issues with the PCs. Exterminating a village to stop a plague or murdering children to prevent them suffering a worse fate are such great role-playing moments that this NPC brings to the table. Their schemes may be local or grand (see Ozymandius in “Watchmen”), in either case they present the most difficult of quandaries and the very best in game storytelling.
I hope my suggestions encourage you to add a bit of depth to your villains and give them the personalities and motivations they deserve.
Trask, The Last Tyromancer