Episode 87
How to Create a Compelling Villain for Your D&D Campaign
“Who goes there?” Ulv yells into the darkness. He’d found his way into this larger cave and had ultimately gotten lost. This cave was enormous. It honestly reminded of him when he and his old friends had delved into the Underdark looking for a lost library. To think that he had risked his life so Rowan could find a silly children’s book. He chuckled to himself. He’d do it again though. He loved his friends and would die for them.
“Even me?” asked a familiar voice.
Ulv Spun around, thrusting his torch into the enveloping darkness. “Racooni? Is that you?” The cave responded with silence and stillness. Truly this cave was enormous. How had he not found a wall yet?
“What are memories, but illusions.” The drifting voice of Judir echoed around from no direction in particular.
“Judir, my friend, I’m so sorry.” Ulv bellowed as he turned around. He’d briefly seen the visage of Judir right before it faded into the darkness of the cave.
“And apologies are just smoke from a dying fire.” This time the voice was that of Ulv’s adopted father. Ulv turned and saw the broken body of a dying man just before it faded into the black of shadow.
“You left us.” This time it was Rue’s voice and Ulv saw her, taller and thinner than usual with deep shadows ringing her eyes and a darkness behind. Then that too faded into darkness.
Ulv, kept spinning and spinning from voice to shadow to voice to shadow, until he stopped.
There standing in front of Ulv was a woman.
“Ulv, who are you?” It was Ulv’s birth mother.
What would you like to do?
Introduction
Hello there. It’s me, Justin and today we'll be discussing one of the most important elements of any D&D campaign - the villain.
Why is it so important to have a good villain?
A great villain can be the driving force behind your campaign. It can provide motivation for your players to continue the quest, and give them a tangible enemy to fight. A poorly-written villain, on the other hand, can make the campaign feel lackluster. You know that feeling you get when Thanos kills Loki, or when Saruman sends the horde of Urukhai to destroy Rohan, or when the Joker blows up a hospital? That is all only possible because of a well-written villain. So, let's dive in and discuss how to create a villain that your players will love to hate!
Part 1: What Makes a Good Villain?
Let's first explore what makes a good villain. A great villain is one that is complex, has clear motivations, and is relatable in some way. Players should be able to understand the villain's perspective, even if they don't completely agree with it.
Another key aspect of a good villain is that they pose a real threat to the players, either directly or indirectly. They should be challenging to defeat, and their actions should have consequences that impact the world around them. A villain that is too easy to defeat or doesn't pose a significant threat can leave players feeling unsatisfied.
So, when creating your villain, keep these factors in mind. Ask yourself questions like:
What motivates this character to act this way?
How can I make this villain a real threat to my players?
Would a normal person at least consider their arguments in a reasonable conversation?
Part 2: Different Types of Villains
As you create your villain, consider the different types of villains that you can use to add variety and depth to your campaign.
One type of villain is the classic "big bad" - this is the ultimate enemy that the players will face at the end of the campaign. They're often powerful, dangerous, and have a grand plan that the players must stop.
Another type of villain is the mastermind. This villain operates by pulling strings and manipulating events to achieve their goals. They may not be directly involved in combat, but players feel their influence throughout the campaign.
A third type of villain is the antihero - this is a character who is not necessarily evil, but whose goals conflict with those of the players. They may be motivated by a desire to protect their own interests or seek revenge against someone who wronged them.
Finally, consider the tragic villain. This is a character who is sympathetic in some way, perhaps because of a past trauma or a belief that their actions are justified. These villains can add a lot of depth to your campaign and make players question their own beliefs and motivations.
To be sure, your Villain might end up being each of these types at one point in their life. Anakin Skywalker moved from being an Antihero to a tragic villain and finally becoming Darth Vader and taking his role as Big Bad. Maybe your villain has a similar trajectory.
Part 3: How to Create a Good Villain
Now that we've discussed what makes a good villain, let's dive into how to create one.
The first step is to determine your villain's backstory. What events led them to become the person they are today? What traumas or life experiences shaped their worldview? A fleshed-out backstory can add depth and complexity to your villain.
Next, consider your villain's motivations. What do they hope to achieve? Are they seeking power, revenge, or something else ? Your villain's motivations should be clear and understandable to the players.
When designing your villain's personality, think about how they interact with the world around them. Are they charismatic and manipulative, or ruthless and brutal? How do they view their enemies and allies?
Finally, give your villain some unique traits or abilities that set them apart from other villains in your campaign. Maybe they have a special magical ability or are particularly skilled at combat. Whatever it is, make sure it adds to their characterization and makes them a more compelling foe.
Often villains have good motives but take the wrong approach. Other times, the villains are self-interested and purely want to watch the world burn. Make sure to flesh out these intersections of motivations and backstory to really make your villain stand out.
Part 4: Examples of Compelling D&D Villains
I also wanted to give some examples of great D&D villains that you can draw inspiration from.
One example of a compelling D&D villain is Strahd von Zarovich, the main antagonist of the "Curse of Strahd" campaign setting. Strahd is a vampire lord with a tragic backstory. He was once a nobleman who fell in love with a woman he couldn't have, and in his despair, he made a pact with dark powers that turned him into a vampire. He now rules over the land of Barovia with an iron fist, seeking to reclaim his lost love and exact revenge on those who wronged him.
Another example is Xanathar, the beholder crime lord who appears in the "Waterdeep" campaign setting. Xanathar is a ruthless and cunning villain. He commands a vast criminal empire, using his intelligence and magical powers to stay one step ahead of players. Despite his monstrous appearance, Xanathar is a complex character with a rich backstory.
A third example is the archdevil Asmodeus, who appears in various D&D settings as the ruler of the Nine Hells. Asmodeus is a powerful and cunning villain who seeks to expand his influence over the multiverse. He uses his mastery of magic and deception to achieve his goals. His status as a godlike figure and the ruler of a demonic realm makes him a formidable enemy for any party of adventurers.
Part 5: Live Example of Writing a Villain
To illustrate this point, let’s briefly discuss a villain I have in the campaign I am currently running. Before I go on, let just say if anyone is listening that plays at my table, turn this episode off. There are serious spoilers here. For everyone else, let’s talk about Dreamtaker.
Dreamtaker is an ancient Fey Being who looked upon the material plane with pity. He saw the immense suffering there and wanted to do something about it. He set out to turn the material plane into the Realm of Dreams. He was, of course, thwarted in his attempt and banished to the realm of nightmares he had accidentally created. While there, he found a convergence with the Shadowfell and was able to escape. He has now returned to the material plane to seek revenge and fulfill his plans of stopping reality and turning it into a dream.
Even as I wrote this episode and thought about Dreamtaker, I thought of ways to improve him as a villain. For one, I know he is a threat to my players and they know it too. He has a lot of power so that one was easy.
His motivations are clear, he wants to gain followers and, through their belief in him, transfer the material plane to the dream world.
As far as I can tell he is not as dynamic as he could be be. That’s where I need to work on him next.
So there you have it, a live example of a Villain in progress and a framework you can follow. I would say when you work on your own villains, write out everything you know first. Then summarize into those points mentioned above and then from there just edit. I’d love to see what kinds of villains you come up with. Make sure to post them on Instagram and tag @howtobeabetterdm to let us know what you made!
Thanks for listening to another episode. We’ll be back next week for another amazing episode. Until then, let’s go ahead and roll initiative.
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