When playing an adventure, there is
some kind of adversary you are usually trying to overcome. Often
times it is a big, ultra-powerful baddie that takes an entire
campaign to kill. However, there are other ways to create antagonists
for your players. I purposely avoid using villain here because,
really, they may be perfectly respectable people and had the tables
been turned, the hero of the story. As I am always interested in
having antagonists ready to go (you never know when a game of D&D
will break out), I will be talking about some major things I consider
when creating antagonists as well as how the choices and planning can
have wider reaching effects. The overall scope of this piece goes can
be used in any kind of role-playing game and will focus on the
character side of antagonists, instead of mechanics. I hope it helps.
Tone
The way the conflict is set up for the
players will set the tone for the campaign being run, though this
could be done intentionally as well. Very few would suspect the big
bad lich hatching a plan for world domination using an army of
unicorns. However, the choices made reach beyond that. When having
players that like to experiment and think outside the box, I don't
want to rail road them. However, general outlines still help in
making the entire plot seem planned (though adhering to them strictly
is usually a bad idea) and one element that stays relevant regardless
is the personality of characters.
I will be going over a few specific
elements I use to make an antagonist. When thinking about them, it is best to see
them interacting together in forming the character of the antagonist.
Preliminary Considerations
When designing the personality of the
antagonist, their strength can play a role in how things will run.
Naturally, with an extremely powerful lich players will need to avoid
direct contact. However, if the main baddie is actually a low level
noble (as in level 5 when the party is level 9) who instead uses
bodyguards and plotting as their strength, the dynamics change. Even
though the personality of the antagonist in this case is separate
from the outline of the adventure, their motivations and methods they use to achieve them have a
significant effect. You can also try building them using the “Traits,
Flaws and Bonds” stuff from this edition of Dungeons & Dragons,
but I generally prefer to approach that kind of thing more generally
(particularly for antagonists, that generally benefit from being more
complex and deep. For less important characters, I've found “Traits,
Flaws and Bonds” to allow for quick creation of characters). You
could use that system on top of something like this (usually it isn't
hard to pull them out of the below, but sometimes using a different
system as a base and adding what is missing helps save time).
Motivations and Goals
The motivations and goals of the
antagonist could be one of the most important parts of creating an
antagonist. Simply, your players may not actually be 100% against a
character in your world but only disagree on one specific issue (if
your world is more politically based, this may happen more often).
Once the current issue is resolved and a new one arises, it may make
sense for the old antagonist and the players to be allies. Even if
the motivations of your antagonist are completely against the
characters (see lich trying to kill everything living), the
antagonist's attention may not be on the players because the players
have been careful not to be discovered or because the players have
not actually acted against the antagonists motivations. This will
naturally interact with the personality of the villain, as it will
determine what they do if there is no hope of success in their goals
anymore (do they fight the party to the death or surrender?).
Personality
The obvious part
of creating the personality of an antagonist is thinking about their
mannerisms as well as values. However, a character may have multiple
motivations and goals that sometimes conflict. In such a case,
deciding which goal is most important may fit into their personality
(why is one goal more important?). It also helps me to break this
into two different parts. Thinking about the mannerisms and outward
actions of a character separate from their internal thoughts and
decision making process can make sense for characters that lie a lot,
for example. Even if they don't, making the decision that the
character you created is perfectly honest is still an active decision
between these two parts (even the almighty undead lich may have some
secrets that are used internally for decisions but never mentioned
externally). In one sentence, what does this character know, how do
they make their decisions and how do they try to seem?
The methods the antagonist uses to
advance towards their motivations are also extremely important. Your
antagonist could be an honourable and good person, but their
motivation puts them in direct conflict with the players. When I say
methods, I also don't mean specifically how they wish to achieve
their goal as this may change over time. What methods are off the
table? What is this antagonist not willing to do in pursuit of their
goals? If your antagonist starts noble and then gets progressively
more evil as they become obsessed, this can change. Remembering this
helps me take the correct actions in a scenario as well as help
define boundaries for antagonists.
Other Things to Considerations
Since each
antagonist is different, there may need to be special considerations.
Examples include fears and special weaknesses. In both these cases,
they will also feed back into the sections mentioned above but would
be specific things under the “Preliminary Considerations” and
“Personality” (they affect the strength of the character as well
as their personality).
In a
general sense, any character can be created using this kind of system
but often times I find it too involves for character you may only see
once (“Traits, Flaws and Bonds” work great for these in D&D
5th
edition). If your game is taking place over the course of one battle
where your characters are trying to survive and get their pay, the
entire opposing army may be considered an “antagonist” and as
such have their own goals (what they want to take) and personality
(how is there morale and do they expect an easy fight).
Conclusion
I believe
considering the strength, the motivations and goals as well as
personality (mannerisms, outward actions and inner thoughts/decision
systems) when creating antagonists is important. It helps ensure sure
they are well defined and consistent. It can be used regardless of
system and though is planned, can be done without railroading
players. I hope this helped and if there is anything you wish to add,
feel free to say so in the comments.
Examples
Evil Undead Lich
Preliminary Considerations: Very
strong.
Motivations and Goals: Kill
everything living. Avoid discovery. Stay alive (by which I mean
undead).
Personality: Arrogant.
Knowledgeable in arcane matters. Lacks business sense. Doesn't trust
minions and prefers to do things itself if risk is small enough.
Tries to allocate resources as optimally as possible (won't go after
players until they actively oppose the lich). Nothing is off the
table in terms of pursuit of goals. Will outright lie, including
assuming identities. If goal cannot be accomplished, will leave while
trying to cause as much damage to opposition (those that wrong it) as
safely as possible. If choices needs to be made between its goals and
its undead life, it chooses its undead life.
Noble
Preliminary Considerations:
Weak. Strength comes from army of bodyguards. Always has at least two
ranks of bodyguards in all directions when moving from place to place
(assuming square grids, 24 guards). Probably built as low level rogue
with emphasis on “noble” skills (if goal is to have players take
them out, should be able to be reduced to 0 HP in less than a round).
Motivations and Goals: Get
fame and fortune. Help those they deem as “worthy” get more
prosperous. Stay alive as long as possible. Optional: Prevent enemy from
damaging their kingdom/state.
Personality: Cowardly.
Actively will delegate tasks they see as “below them” to other
people. They will not actively try to kill or assassinate anyone,
except in self-defence through their guards. Their preferred method
always involves their goals being put forward and accomplished
through the legal system. If confronted in combat, they will try to
run away. Talks down to those not of royal blood or not within a
profession they deem as acceptable (mainly successful merchants).
Slightly paranoid about people trying to kill them (wears heavy
armour, despite not having the strength for it), but trusts their
guards and staff.
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