Subject: More answers.
Author:
Posted on: 2015-09-17 16:06:00 UTC

I'll answer your last question first, because it's quicker: I've never played Pathfinder before, so of those two I can only really recommend D&D 4th Ed. Having said that, if you'd just asked me what game I recommended from my personal experience, 4th Ed is probably the one that I'd pick. It's a nice simple system, and the rulebooks fully cover most of the situations you can expect to find yourself in. It's also very clear in terms of what actions you're allowed to take, and what the consequences are. This applies both to the players and the DM - it's a very good intro system (basically agreeing with what Iximaz said).

However, because of the way the system works, you will need access to the Player's Handbook in order to do character creation (and levelling up).

I'm unfamiliar with the acronym BBEG, but a quick Googling leads me to think it stands for Big Bad Evil Guy. If, however, you meant it to mean something else, then my following advice will be near-useless :)

Well, this Check for Traps article touches on how to run villains, and this article from the Giant in the Playground gaming forums covers actually creating antagonists (I personally found this one very useful).

I can't really offer much in the way of specific advice, because the nature of a truly great (or should that be evil) villain should be tied to the story - a story about a group of adventurers slaughtering their way through the Unnamed Evil Lord's horde of 10,000 orcs before finally stealing his Ominous Helmet of Doom and kicking his teeth in, is going to have a very different Big Bad to a story about the political intrigue in the kingdom, where it eventually turns out that the Grand Vizier was the one behind all the assassination attempts, and probably shouldn't marry the princess after all.

In general, you want your villain to be memorable, which usually means giving them a distinctive appearance and maybe some unique abilities, and you probably want them to be physically powerful. While the 'Puppet Master' types can make for very good villains, they also tend not to be as satisfying to beat. So even if your plot does have them as a mastermind, try and make sure they're good in a brawl too (or at the very least employ competent bodyguards).

Related to the character themselves being distinctive, it can also be useful to give them (and by extension, their minions) some kind of symbol. It can be a coat-of-arms, a pin badge or a tattoo - anything really - but a nice visual identifier that an average looking guy is actually aligned with the Big Bad can be useful. It can be used to add plot hooks, or raise the tension of a scene - imagine the characters get dragged out of their beds and arrested on trumped up charges; they're all confused as to what is happening, but then one of them spots the captain of the guard is leering at them unpleasantly, and has a familiar looking tattoo...

Coming up with names is one of the aspects of character creation that I find hardest, and I know a lot of other people feel the same. Coming up with a name for a villain is especially tricky, because the players will probably be hearing it quite a lot. My advice is to keep it short (or at least have it be easily shortenable): Mitth'raw'nuruodo may be perfectly in keeping with the naming conventions of your villain's species, but if your players can't remember it, then name-dropping the villain isn't going to have much impact.

Particularly with D&D, with its very rigid class and levelling system, you're also going to want to think about what sort of level your characters will be when they face this guy. The sort of adversary that will prove a challenging final fight for a group of lvl 20s will be capable of utterly devastating a part of lvl 10s, and will drop in seconds to a party of lvl 30s.

You may also need to give some thought to what your party is like in terms of abilities - you want your villain to be challenging, but not impossible to defeat. If your party consists entirely of mundane weapon users, you probably shouldn't make your villain immune to everything but magical damage.

If you want it, I'd be perfectly happy to try and give you more specific advice on your particular bad guy, but I'll need to get some more info on your intended setting/storyline.

- Irish

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