Dungeons & Dragons: Past, Present, and Future
A detailed look at the game of Dungeons & Dragons and all things related
Thursday, January 22, 2015
Monday, January 12, 2015
The Art of the Secondary Villain
When I design a campaign, one of the first things I ask
myself is: Who is the main villain going to be? DMs are always eager to create intimidating, tough,
unique, and slightly terrifying baddies. However, I find that very little
attention is paid to the main villain’s support team. Think about it, most PCs
have a very good support team. They have other PCs, often a mentor or a guide
NPC, sometimes they learn special skills or pick up special abilities from
adventuring, and often collect magical items that enhance what they can
accomplish. So where is the villain’s support?
Sure, the DM can always up the hit points and the armor
class, or give the villain a few items or special abilities, or also surround
them with lackeys and minions; but the real challenge, and perhaps reward, lies
in creating a true secondary villain. What do I mean by a secondary villain?
I’m talking about a mini-boss and the main villain’s right hand
man/woman/thing. Think of a secondary villain as the moat the PCs have to get
over or past in order to get the castle (main villain) beyond.
Pop culture uses the secondary villain frequently and
effectively. They are often first perceived by the heroes as the main villain
until they later realize, usually to their dismay, that another and more
powerful foe has really been pulling the strings all along. I personally
created a home-brew campaign once that had three secondary villains, all of
which the PCs thought were the main villain at some point. When they finally
realized that a fourth and much more powerful foe was behind all of the
problems, they freaked and I laughed.
If you need a little inspiration, or simply don’t quite
understand what I mean by a secondary villain, here are a few examples from
popular movies:
As the leader of Nockmaar’s armies, General Kael seems to
genuinely enjoy riding around and killing others. What else would you expect
from a man who fashioned his helmet out of a human skull and an animal’s jaw?
Even more intimidating are his skills in combat and strategy that allow him to
do this killing efficiently. General Kael answers to no one but the evil Queen
Bavmorda and even then you sort of get the sense that he is only humoring the
Queen until the time is right for him to claim it all. These sort of secondary
villains who do the grunt work for the more advanced main villains are cliché
but effective.
Sometimes you need to employ an undesirable to eliminate
an undesirable and such is the case with Boba Fett. It is also interesting to
note that here is a secondary villain (Fett) being hired by a secondary villain
(Vader) to serve the purpose of the main villain (Palpatine). And this
illustrates a good point, the number of layers you want to add to your campaign
is limitless. In D&D, having your main villain employ mercenaries or even
other adventuring parties makes for great story fodder and can eventually lead
to big confrontations, crossovers, and even double-crosses.
Here is an excellent example of a character that you
think is on your side and then turns against you at your weakest moment. These
kinds of secondary villains can be the most heart wrenching for your PCs,
especially if they don’t see it coming. It’s also an amazing process to try to
pull off an 11th hour betrayal with one of the PCs themselves! I’ve
had the privilege of witnessing a player, with my previous knowledge and
consent, secretly work against his own party the entire campaign only to fully
expose his treachery at the very last battle. It’s nothing short of delight to
see that “I can’t believe it!” look plastered over your players’ faces.
Just the opposite of Saruman above, the character of
Snape illustrates a secondary villain who you think is completely against you
from the beginning but ends up being one of your biggest allies. These sorts of
transformations may not be as shocking as their opposites but they do carry a
good amount of satisfaction for the PCs. There is no small sense of
accomplishment when players can struggle against an NPC, sometimes for months,
and then finally win them over to “the good side”. It’s also interesting to set
up the scenario where an NPC comes off as a villain but they are really just
trying to challenge or toughen-up the PCs for the trials ahead.
Nebula (The
Guardians of the Galaxy)
Here is a great example of the “what’s in it for me”
secondary villain. In Guardians, Nebula is hoping to attach herself to a main villain powerful enough to slay her father, Thanos. Thus she will work for
anyone and any reason necessary to accomplish that goal, even though she
herself may not be completely evil. These kinds of secondary villains bring a
lot of options to your D&D table simply because they are constantly
motivated by opportunity rather than emotion. This means that they can change
their allegiance several times a campaign depending on which side, or master,
may give them the best chance of reaching their goal. Something I've never
tried before, but might be extremely interesting, is a secondary villain
serving more than one main villain. (Would you call that co-main villains?)
Regardless of their background or nature, a secondary villain brings depth and dynamics to your campaign. Give them the weight and the respect that they deserve and I promise you they will pay off. Perhaps you might even come to realize, as I have in the past, that a secondary villain can be even more fun/interesting than your main baddie. (I smell sequel!)
Friday, January 9, 2015
Special Announcement!
Dear Readers,
Over the past year my little blog about all things D&D has grown faster and farther than I had ever hoped. Dungeons & Dragons: Past, Present, and Future began with just a few dozen hits a week in the beginning and now enjoys more than three hundred views a day. It has been both exciting and humbling to entertain, inform, and even challenge you all to be better PCs/DMs.
Now that the first year is behind me, I feel that a bit of expansion is in order. So, in that regard, I am happy to announce that I will be starting up a new pod cast in February called "Role Initiative". This pod cast will, just as my blog does, focus on Dungeons & Dragons. However, it will also branch out into other RPGs and topics from time to time. You will eventually be able to find this pod cast over at podbean.com and there will be several links on this blog site once it is up and running.
Thanks again for all of the support and I look forward to carrying on in 2015!
- A. A. Amirault
Over the past year my little blog about all things D&D has grown faster and farther than I had ever hoped. Dungeons & Dragons: Past, Present, and Future began with just a few dozen hits a week in the beginning and now enjoys more than three hundred views a day. It has been both exciting and humbling to entertain, inform, and even challenge you all to be better PCs/DMs.
Now that the first year is behind me, I feel that a bit of expansion is in order. So, in that regard, I am happy to announce that I will be starting up a new pod cast in February called "Role Initiative". This pod cast will, just as my blog does, focus on Dungeons & Dragons. However, it will also branch out into other RPGs and topics from time to time. You will eventually be able to find this pod cast over at podbean.com and there will be several links on this blog site once it is up and running.
Thanks again for all of the support and I look forward to carrying on in 2015!
- A. A. Amirault
Monday, January 5, 2015
The Grand Tangent NPC Chart
Every so often a DM has a powerful need to go off on a
tangent. Sometimes it is simply for a stress break, sometimes it’s to regroup
and rethink, and sometimes it’s about a change of pace or to shake things up.
Whatever the reason, the fastest way I know to send your PCs rolling down a new
path or to distract them from their current quest is to throw an NPC at them.
But where are you going to find the time to create a new NPC
with a distracting story? Never fear! What follows are thirty
four examples of terrific NPCs ready to go with tangents built into their design.
Feel free to choose whichever one best suits your wants or needs. Or, if you
feel brave, have a roll on the accompanying chart. Please note that this chart is specifically geared towards 4th and 5th edition; however, it can easily be converted to all editions with a few minor adjustments. Good luck!
D100
|
NAME
|
ABOUT
|
BACKSTORY
|
01-03
|
Tonk Gabber
|
Female Gnome Wizard
|
On the hunt for lost magical item needed to save her family.
|
04-06
|
Geri Levandis
|
Female Elf Druid
|
Injured after goblin attack.
|
07-09
|
Tommis Pellarc
|
Male Human Cleric
|
Searching for nearby ruins.
|
10-12
|
Gabby Marc
|
Male Dwarf Fighter
|
Hunting for wanted bandits.
|
13-15
|
Jerric Belindo
|
Male Drow Wizard
|
On the run from Orcs.
|
16-18
|
Messa Farrow
|
Female Human Monk
|
Needs escort to local monastery.
|
19-21
|
Kendra Plunk
|
Female Halfling Rogue
|
Looking to sell cursed item.
|
22-24
|
Naus Ferderra
|
Male Dragonborn Barbarian
|
Asks for help to avenge dead tribe.
|
25-27
|
Soren Jullun
|
Male Elf Warlock
|
Thinks PCs are trying to arrest him.
|
28-30
|
Tamara Cobb
|
Female Half-Elf Ranger
|
Searching for missing children.
|
31-33
|
Dominic Deller
|
Male Human Paladin
|
Hunting for nearby demon.
|
34-36
|
Jannis Lamra
|
Female Tiefling Bard
|
Wants to steal money from PCs.
|
37-39
|
Ageron Ionic
|
Male Elf Sorcerer
|
Looking for abducted wife.
|
40-42
|
Meltia Copperboot
|
Female Dwarf Barbarian
|
On a quest to prove herself.
|
43-45
|
Helena Loom
|
Female Human Druid
|
Tracking a pack
of Gnolls.
|
46-48
|
Gobran Jonns
|
Male Gnome Rogue
|
Tied to a tree and left for dead.
|
49-51
|
Markus Ashenleaf
|
Male Elf Wizard
|
Searching for rare spell component.
|
52-54
|
Serra Markenfell
|
Female Half-Elf Fighter
|
Asks for help recovering lost gold.
|
55-57
|
Tibby Fozoni
|
Male Halfling Bard
|
Wants help following treasure map.
|
58-60
|
Candori Misk
|
Male Dragonborn Warlock
|
Accidentally opened random portal.
|
61-63
|
Dori Pewter
|
Female Dwarf Paladin
|
On quest to find mount.
|
64-66
|
Jenna Wellward
|
Female Human Ranger
|
Poisoned and looking for cure.
|
67-69
|
Ordon Grell
|
Male Half-Elf Cleric
|
Searching for stolen holy item.
|
70-72
|
Lissa Winn
|
Female Elf Monk
|
Was attacked and has amnesia.
|
73-75
|
Kellar Duan
|
Male Tiefling Rogue
|
Almost dead from sickness.
|
76-78
|
Fiona Tanger
|
Female Halfling Fighter
|
Is an old girlfriend of one PC.
|
79-81
|
Duggan Monty
|
Male Human Wizard
|
Is lost and has memory issues.
|
82-84
|
Kallico De’Juani
|
Male Drow Sorcerer
|
Being hunted by other Drow.
|
85-87
|
Cammie Aya
|
Female Half-Elf Bard
|
Is searching for her lost twin sister.
|
88-90
|
Smolts Brassblood
|
Male Dwarf Cleric
|
Tracking an evil necromancer.
|
91-93
|
Talon Quanto
|
Male Elf Paladin
|
Recently bitten by a Vampire.
|
94-96
|
Deanna Velna
|
Female Human Druid
|
Hunting nearby Kobold clan.
|
97-99
|
Tori Husk
|
Male Dragonborn Fighter
|
Mistakes PCs for old foes.
|
100
|
Damerjam Mookie
|
Male Gnome Wizard
|
Wants escort inside rival Wizard’s tower. Compensation
TBD.
|
Monday, December 22, 2014
5 Major Do's and Don'ts for New DMs
(Blog Note: This is an update on an earlier article.)
With the arrival of 5th Edition in full swing,
many players and DMs are getting in on the D&D action for the first time.
This is excellent because a) it shows that many people are not only interested
in the brand but also are willing to give a whole new edition a chance; and b)
it is expanding the already diverse and impressive D&D audience. I personally
get a real thrill out of meeting first-time players/Dungeon Masters and asking
them what they think about the product and what motivates them to play/run
games.
In that vein, I’d like to welcome the new DMs to our
wonderful world of roleplaying with a few major do’s and don’ts that can easily
make or break an adventure. Keep in mind that a lot of my advice is geared
toward DMs running their own homebrew material and all of it may not apply to
those of you running pre-generated adventures.
1. Don’t Kill the Story Over the Rules
Eventually, every DM reaches a
point where they have to choose between the story and the rules. For example,
the story would suggest that the players need to win a battle in order to move
on to the next plot point. However, the rules are telling you that the players
are about to lose this fight and be wiped out. In my opinion, the story should
almost always win out.
Do Bend the Rules in Favor of the Story
Using the example above, the DM
needs to step in and make a few minor adjustments to the battle. Drop the foes’
hit points, ease up on the spell casting, or maybe add in some extra help in
the form of an NPC. There’s no reason why you can’t make the game challenging
and still keep everyone alive. I find that many DMs, both new and experienced,
seem to think that character death equals a truly challenging adventure. While
there is no doubt that a character death can really sober your players up to
the fact that your adventure is going to be difficult, it is by no means the only
way to do so.
2. Don’t Play Favorites or Give Friends
Special Treatment
One of the fastest ways a DM can
lose the respect and attention of his or her players is to place one or two
characters above the others. This can include, but is not limited to, such
things as: handing out treasure, spending extra roleplaying time, offering
extra rolls of dice or re-rolls, and planning adventures/dungeons so that
particular characters will fare better than others.
Do Keep Things Fair and Random
First of all, there will be
moments in both roleplaying and combat situations where certain characters and
players will shine more than others. That’s perfectly fine and expected. What I
don’t like to see is one or two characters getting the “royal” treatment over
long periods of time. It’s a huge let-down for the ones who don’t get anything
and it compromises your integrity as a DM. Secondly, players and DMs roll dice
for a reason. They are intended to be random and unpredictable. This randomness
is one of the great differences between a tabletop game and a console or
computer game and part of what makes D&D fun. Ignoring, changing, or
altering rolls on a consistent basis renders this whole random dynamic useless
and cheapens the game.
3. Don’t
Delve Too Deeply Into Just Roleplaying or Combat
As I have mentioned many times
in the past, D&D can be broken down into two major components: roleplaying
and combat. Roleplaying is where your PCs interact with each other NPCs, and
monsters on a conversational/social level. Combat is where the PCs interact
with each other, NPCs, and monsters in a round/turn based system designed to
simulate battle. As a DM you must be aware that you are going to run into
players who greatly prefer one component over another and other players who
enjoy both equally. Be aware that if you delve too deeply into one component
over another you may alienate some of your players.
Do Keep Roleplaying and Combat Balanced
My goal, as a DM, is try to hit
that magical 50/50 split. However, I am often happy if I achieve a 60/40
(usually in favor of combat). This means that in a four hour session I would
ideally spend two hours in roleplaying and two hours in combat. Now this may
not always be possible every session, especially if your party is in a dungeon.
However, realize that if you spend an entire session running from room to room
killing undead, you may want to have an all roleplaying session the next week
to balance it out and vice-versa. Different players like different things so
try to keep it varied and don’t fall into patterns.
4. Don’t Try to Make Your Campaign Too Funny
or Too Serious
Players appreciate good humor in
a campaign, particularly after a big moment or battle. Similarly, they also
appreciate getting down to serious business after the humor and laughs have
died out. Too much of either can kill the campaign. I have met a few DMs in my
day that embraced both sides of the coin too much and ended up with similar
results. An excessive amount of comedy in a campaign makes the players think
that they don’t need to take the adventure seriously. They feel as though they
can float around in your world with only “cartoon consequences” and this makes
them ultimately uninterested. On the other hand, a campaign that is too serious
or too intense can actually stress your players and they will eventually reach
a point where they will lash out. This can lead to players quitting, trying to
force the humor out, and it makes them ultimately uninterested.
Do Add a Little of Both to Every Campaign
As a DM or group, there is
nothing wrong with making a conscious decision to have a “serious” campaign or
a “funny” campaign. However, it is important to note that even the most serious
movies, television series, books, plays, and other forms of storytelling have
elements of humor, and vice versa. Don’t get so hung up on the idea that “I
have to make this funny” or “I have to make this intense” that you lose sight
of everything else.
5. Don’t Give In Every Time
One of the biggest mistakes that
a DM can make is to give in the wills and wishes of his/her players on a
regular basis. You can listen to what they have to say, consider their
opinions, but in the end the final say is yours. Don’t give a player the +2 Bow
just because they ask for it every session. Don’t let a whiny player have
his/her way by giving them something shiny. Don’t let players bully you into
making the story about them or what they want to do. Being a DM is a lot like
being a parent in this regard. The more you bend the more spoilt your players
become.
Do Be Tough But Fair
In case you haven’t caught on
yet, the overall theme of this article is balance and this issue is no
different. DMs need to be both tough and fair. Being empathetic, understanding,
and compromising are all excellent qualities for a DM to have but they also
need to be tempered by a sense of fairness, effectiveness, and making the
players earn their treasures. Believe me, a player that had to go through hell
(sometimes literally) to get that +5 sword is going to appreciate it a whole
lot more than picking it up off the side of the road. And, as an added bonus,
you might find that the players respect you more for the trouble.
Friday, December 19, 2014
Fan Art Expo #1
This week I kick off a new series where I will be
showcasing fan art. Do you, or someone you know, have some great fan art they
want to share? Follow (THIS LINK) for the details. Enjoy!
RURIK
FROSTBEARD (submitted by Gobbo)
This is my Hill Dwarf Bard [College of Lore]. He plays
Didgeridoo as his main instrument and has the Sage Background. He is Lawful
Good in nature and has a love for all things concerning knowledge and
research. While he can be easily
distracted by new information, or the promise thereof, he is dedicated to
helping his friends in searching out catacombs and hidden ruins and to see
where the information contained therein leads them.
Tal Maggros (submitted
by Malcolm)
This was my first character I ever rolled
up back in fourth edition. I saw the Dragonborn and fell in love with the idea
and looks. Tal was a Greatsword Fighter and a former Gladiator. He was given the red mark on his face as sort
of a trademark for himself.
I ended up drawing this in the tiny "portrait"
box on the standard character sheet. That’s why it is only a shot of his head.
The scales on his brow were going to be less purple then this, but I worked
with the colours I had a available and ended up liking this look much more.
Agrippa Mossroot and Octavian
Cloudrunner (submitted by Alex)
In our campaign, the Grippli are all but extinct, barely
living off the land in scattered tribes. After the loss of her entire Mossroot
tribe in a vicious raid by the Sahuagin, Agrippa (Ranger) roamed the land in
search of other Grippli tribes, occasionally taking up mercenary work to put
arrows in her quiver and gear on her back. This travel is how she met up with
the rest of our campaign's adventuring group.
One day, she received word that a nomadic band of Grippli
were attempting to bring the tribes together in order to preserve their race,
and it became her life's wish to help see that goal through to fruition.
Through battles with everything from vampires to barbarians, (usually with the
help of her non-Grippli adventuring companions) she proved herself worthy to
become chief of the newly forming tribe, now named Deeproot, and gained the
exceptional loyalty of a young Octavian (Rogue). Together, they work to oversee
diplomatic relations between contacted tribes, and to defend their new
homeland.
Both are chaotic neutral and put the survival of the
Grippli race and the Deeproot tribe above all else. Agrippa is very confident,
proud, rowdy, and often sarcastic, while Octavian is more of a quiet intellectual.
Monday, December 15, 2014
8 Pop Culture Villains Perfect for D&D
Quite often, the “Boss” or reoccurring villain in a
D&D campaign is more than a number of hit points with an evil laugh. They,
like their PC counterparts, should have personalities, backgrounds, and
back stories that give them depth and substance. In many ways, the more
interested the players are in your villain (rather it be love or hate) the more
exciting the moment will be when the inevitable resolution comes.
So, if you are a DM looking for villainous inspiration,
where do you turn? For me personally, the answer usually comes from another
source. To quote Aaron Sorkin, “The good borrow from the best and the great
steal from them outright.” To illustrate what I mean, here are eight examples
of villains I have picked from various sources of pop culture who make perfect
additions to many D&D situations.
(In Alphabetical Order)
Agent Smith (The
Matrix Trilogy)
There’s something to be said for a drone-like foe who
suddenly finds itself growing more powerful than its masters. Why just take out
the hero when you can take out the hero and make yourself lord of the world at
the same time! Specifically, I think that Agent Smith is an excellent example
of a villain that shows growth at roughly the same rate as the hero does and
that’s an excellent goal for all DMs to strive towards. If you are going to
introduce a baddie, especially a reoccurring one, don’t make them exactly the
same encounter after encounter. Keep adding to and changing them, after all,
villains should gain levels too.
Anakin
Skywalker/Darth Vader (Star Wars Universe)
This is the best example I can think of for the “once
great and now fallen hero”. Anakin began his career with so much promise and
accomplished so much good before his corruption to the dark side. Then, after
his transformation to Darth Vader, he quickly became one of the most feared and
terrible villains in the Star Wars Universe. Personally, I have dabbled with
this concept many times in my adventures and often to very good results. I
usually have an NPC join the party at an early stage and then slowly corrupt
them over time. Then, at some point around 7th or 8th
level, they break off from the party and become the main antagonist for the
remainder of the campaign. The final battle with these types of villains can be
terribly bittersweet for both the DM and the players.
Cersei Lannister (Game
of Thrones)
Here’s a little experiment for those of you who are both
fans of the HBO television show and Drow Elf society: Every time there is a
scene with Cersie Lannister, I want you to close your eyes and picture her
character as a Drow Matrion Mother. They fit together eerily well except for
those times she decides to obey her father. Anyhow, from a DM’s point of view,
Cersie Lannister is exactly the type of villain you want when there is
backstabbing and intrigue to be done. She is competitive, fierce, devious, and
fantastically brutal when the need arises. Combine all of this with her
fanatical loyalty to her family and you’ve got quite a lot of material to work
with.
The Joker (DC
Universe)
“Some men just want to see the world burn.” When you need
a villain to misbehave just for evil’s sake, there’s no better template than
The Joker. If he were a recipe, he’d be a cup of insanity mixed with a cup of
genius blended together and then added to a gallon of chaos. And, one of the
best aspects of The Joker, is almost everything he does is meant to test,
challenge, incite, and confuse his foes. In my opinion, this kind of
psychological warfare can be ten times more damaging to heroes like Batman than
anything that could be done to them physically. Why not carry that over to your
PCs? If you’ve never had a villain more interested in messing with the PC’s
minds than doing damage, I highly recommend you give it whirl.
Locutus (Star
Trek: The Next Generation)
What do you get when a relentless, fanatical foe manages
to convert one of your best players? Trouble. This is a concept that I have
also used a few times in the past to very good results. It works something like
this: You start off with a normal group of players but you allow one of the
players to have a few extras. Maybe they have a special item, or maybe you give
them a small bump to their stats, or an extra ability, etc. Then, after a few
levels, you raise them up a bit higher by giving them access to some mysterious
power. They probably have no clue where it comes from, only that it works well
so they use it when the need is great (and the DM should make sure that the
need is great quite often). Eventually, the power consumes them and the story
becomes less about fighting evil and more about the other players trying to
save their comrade (just like Locutus). How does it all turn out? You decide.
Loki (Marvel
Universe)
This baddie is similar to The Joker in the way that he
leans more toward the mental and emotional attacks than the physical ones. But
where Loki really distinguishes himself is in the realm of ambition. His sights
are firmly placed on his end goal which is asserting himself as the supreme
ruler of Asgard and all of the worlds under its protection, including Earth. He
is a wonderful example of how a villain can be defeated time-after-time and
still manage to progress and get stronger. His schemes, aided by his illusions
and other powers, are complicated, often misleading, and keep his foes
guessing/paranoid. This often leaves them tired from chasing non-issues by the
time the real danger arrives and it is an excellent strategy for any D&D
villain to emulate.
Lord Voldemort/Tom
Riddle (Harry Potter Series)
Here is the story of a young man so wrapped up in the
search for his own immortality that he ignores any reservations he may have
about morals or the wellbeing of others. Indeed, one could say that Voldemort’s
entire existence was in the pursuit of immortality and it ironically got him
killed. This kind of all-consumed or zealous villain is common, but from a DM’s
point of view, I think that it is important to give these villains as much
depth and color as possible. From Harry’s point of view, Voldemort was someone
to be both reviled and pitied. So too should your villains be seen by your
players in multiple lights.
Magneto (Marvel
Universe)
Ah yes, the perfect example of the villain who sees the
world as a flawed place that needs to be destroyed so that it may be rebuilt.
In many ways, these antagonists don’t view themselves as evil. They are just
willing to do what needs to be done for the greater good. Personally, these are
my favorite types of villains because they are always straddling the line between
what should and shouldn’t be allowed. Magneto in particular has a very strong
argument for the remaking of the world because he grew up during a time in
human history where someone was trying to remake the world in a very negative
way.
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