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Who's your
Daddy? A disection of
the creation of a good WindZone adventure. Section 4 - What does the
"villain" want? After you've determined what the
plot is and what the players want, it's a good idea to really define the
"villain" that they'll be chasing.
If you've done a good job with the plot, you probably already know
exactly who the villain is and why they're in the position they're in. Beyond that, it's a good idea to write down
exactly what skills this person has that has made them as powerful or wily as
they have needed to be to become "the villain". Drop hints to the players about them as to
build the fear and mystique. When it
comes time to actually defeat the villain, don't disappoint them with a quick
climax. Whether it's a firefight, or a
battle of wits, make sure that your villain is well prepared with whatever is
Modus Operandi might dictate. If she's
a leader, give her excellent lackeys.
If she's a brawler, make her tough and hardcore. If she's a military commander, make sure
your characters walking onto the battlefield where she has the tactical advantage. Do whatever it takes to make sure that your
villain is someone that is worthy of the title. What will usually happen is that once you've created him or her,
you will fall in love with them. They
come to life and you'll want to protect them from the players and the best part
of all, you can let them escape if you want to prolong things or make them a
hated recurring character. Best of all,
they don't even have to really be the end.
If they do manage to defeat her, there's always the question of who put
them in power. And that's a whole different
story. 1 2 3 4 More to come in sections 5-7 -- Mike Simon dream@mikesimon.com |
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