Originally Posted by
selek
Make Your Villain Smart- Too many gamemasters create a character who's able to establish a thriving (until the heroes showed up) criminal empire, who winds up dead because he does dumb things at the climax of the story.
By the same token, this means your villain must have an ultimate goal and sound reasons to see that goal accomplished. "I don't like the players and want to see them fail" isn't enough- there has to be a reasonable (if not necessary valid) justification for the villain's actions.
[*] Villains Are Mortal, Too- If your players get the best of you early on and manage to kill/maim/imprison your villain, let it happen.
The most frustrating thing for a player is a Game master's "pet" villain- who emerges from every encounter stronger than before, and who is never really dead- no matter how many times the players stake him through the damned heart.
One of my early gamemasters stole the character of Admiral Rittenhouse from the Original Series novel Dreadnaught. The character was excellent- well worth stealing.
Unfortunately, such outright theft was the limit of that particular GM's creativity, and my ship and crew personally killed the character three times. The third time, we captured him, and I gave orders (and supervised) having the decapitated corpse drawn, quartered, pulped, pureed, and finally boiled down to soap.
....and then I burned the soap to ashes and chucked the ashes into the sun.
My Villain is fighting the Players, Not ME- This ties into the point above: the VILLAIN is attempting to beat your players, not you. This ISN'T a competition, and a triumph for your players is NOT a loss for you.
DO NOT FORGET THIS- or turn in both your GM and your "man-card" now and get it overwith.
Having your players outwit your carefully crafted villain is the entire point of the exercise. Developing an enjoyable and memorable story is a collaborative exercise, not an adversarial one.