I hope this gives you something to think about and use in your game. Try designing a villain that fits each of these archetypes for your game, and see what you come up with!
Some villains are great because they are just out for one thing – but that thing doesn't leave room for us to continue breathing.
Last time we talked about new RPGs and how to get players to try them. But how do you even begin to work out what you want to play?
You delivered a satisfying conclusion with a cathartic payoff. Now it's all over. The game is done. And you already miss it.
You have, let's say, a character who has a romantic subplot. While it's come up in play, both the player and the GM want to flesh this out. But you can't really dedicate the time to one player's date night.
Roleplaying can be a really emotive, cathartic and challenging experience if you want it to be.
Last article, we looked at a model of a shared roleplaying world. I talked about each of the seven groups I had playing campaigns that affected that shared, or 'living' world and examined the way I had chosen to weave the groups into each other.
This is an example of a living world. Which is the model presented above. A game world that is affected by several play groups and the knock-on effect of actions in one game, change those in others.
Sometimes, roleplaying games can become very focused on the heroes.
What's session zero? The GM gathers a group and informs them about the game; you discuss expectations and characters. Where did it come from?