Monday, 7 April 2014

Dead villains are (well, were) humans too!

Dungeons & Dragons is a very peculiar role playing game. There are lots of people who really hate it and, honestly speaking, I can see their point. On the other hand, it gives you an impression of playing the very first RPG and the ambience of swords and wizardry has some magic inside. When you run D&D you have to be careful to avoid one common mistake which is very easy to make especially if you stick to this system for longer time: You can become a ‘spawner’ – a Dungeon Master who do nothing more than spawning countless, more and more powerful crowds of monsters and villains whose only one task is to be smashed by your players. There are tons of articles in the Internet which can guide you how to improve your NPCs, how to make them more vivid and real, but DMs seem to forget that evil wizards, barbarians and thieves who are their main bosses are living creatures either. Honestly, in most games a dragon which has lived in a cavern for his entire life has more personality and better story to tell than a necromancer who was born and grown up among people in big cities of Faerun.
There is an example of a standard adventure located in catacombs or something similar: Four characters, let’s say a warrior, cleric, thief and a wizard got inside and after countless corpses left behind them, they finally find themselves in the main chamber – big, beautiful, filled with columns, stairs and everything what can make the nearest battle more interesting. Off course, in the middle of the room there is a tombstone where the main loot waits for its finders. Suddenly, tens of undead start to attack our main protagonists and finally the big star shows up – The necromancer Black Andrew The Master of the Dead, who wears black robes and a traditional skull on his head. Battle is very hard and our protagonists end up with ¼ of their hit points, no spells and potions but with the awesome loot in their bags. Yay! Great story! But wait… What had Andrew eaten? Where had he slept? What had he done when he had been bored of rising the undead and doing all other evil stuff?
That is my point. Do not let those villains to be just spawns to kill. You can simply add a few things to your story to make Andrew more vivid and, well, real. First of all, create another room just next to this main chamber. Put a bed, desk and a cupboard inside. If you have got any problem with that, picture yourself as a bad guy and imagine that you have got a door in your main chamber which leads to your private room. Think about your friends’ rooms and what they have on desks, walls and how those things express their personalities. Look at those two lists below:

Awesome loot
Loot that makes your bad guy real
·      Awesome sword of awesomeness (+5 to being awesome)
·      Dark shield of darkness
·      Screaming dagger of killing mothers-in-law
·      More awesome items which make your players’ characters look like a sparkling exhibition of a sex shop
1.       Basic needs:
Some salted meat and an old bread; Bed, table, chair, candles and other stuff like these
2.       Interests:
Among books over necromancy: Romances,
D-I-Y handbooks, hidden paintings of naked sexy elven women (well, that one fits better in Basic needs above, doesn't it?)
3.       Look what YOU have in your room

I think you have got my point. Those are really easy things to add and they do not make characters more powerful in any way. Next time your players will know that Andrew is a human and has to eat and sleep just like their characters and he is not just a spawn.
Furthermore, if you want to put a little more afford in Andrew’s story, you can prepare some letters (not extremely well-built – they can just begin with “How are you?”), notes over his researches and similar hand-written supplements. This way, besides eating and sleeping, you show your players that the villain is set in the world – he/she has friends, things to do, work which he/she had been doing just before the moment when PCs attacked him.

Think this way: This stuff does not take much time but it can make another facet of your play more real.

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