One of the best things about tabletop roleplaying games is that, in many cases, we find ourselves week after week weaving together a long story. In turn, one of the best things about a long story is that the tale can take its time and simmer, locking in all the delicious flavors. And, like a stew, most stories have villains and/or carrots. Savory fall-off-the bone simile aside, a carrot in it for the long haul usually has an amazing tale to tell. Unless you’re one of those weird people that doesn’t like villain stew, in which case, I’m not sure why you’re even here.
This week we discuss some good practical evil you can do in your own backyard. Proper villains use fear, uncertainty, and doubt to ply their dark craft and cement their power over the helpless. Learn from the dark example of the mac daddy of interstellar villainy, Lord Vader. Dude can make a serious bowl of evil gumbo.
Villains add a great element to a campaign: an opposing force that the players can invest themselves in fighting against. But what exactly makes a good villain? Let’s take a little trip down a road paved with good intentions.