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Interested in some insight into various elements of WindZone? Check out some of our columns from the past and present.

Who's your Daddy?
By Mike Simon

A disection of the creation of a good WindZone adventure.

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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.




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More to come in sections 5-7 -- Mike Simon
dream@mikesimon.com
FINAL LEVEL GAMES