Villains, as I have mentioned before, are important parts of many games: they motivate plot; they stir players' emotional investments; they provide adversity and strife; they allow game writers to explore the less savory corners of the game universe; they let NPCs sink their teeth into rich and unpredictable characters. Crafting the villain arc, however, can be difficult. How does a staff introduce a villain? How does that villain bubble and boil into an evil that is greater than simply problematic? How does that villain, once made into an arch nemesis, maintain intensity over a long-running plot? I have seen many plots where the villain-- due to over-exposure, over-writing, and poor timing-- becomes a comical, unbelievable mess of excess. However, I have also seen many brilliant plots where the villain is a living, breathing, seething creature who garners both hatred and empathy from PCs.
For these latter plots, a singularly important questions pops into my mind: how does one end a villain's narrative? What makes a satisfying end for a well-crafted villain? I think there are many answers to this question, and I'm curious to hear responses (one of my responses is below). How have your favorite villains been successfully ended? Why was it satisfying?
For these latter plots, a singularly important questions pops into my mind: how does one end a villain's narrative? What makes a satisfying end for a well-crafted villain? I think there are many answers to this question, and I'm curious to hear responses (one of my responses is below). How have your favorite villains been successfully ended? Why was it satisfying?