Non-Combat Antagonists in Roleplaying Games

First published 12/19/2000; last edited 12/20/2004

This article is for those GMs who want to come up with antagonists who do more than attack the party, and need ways to oppose the party that don't necessarily involve combat.

A Few Suggestions

No Combat Skills

If you're really having trouble breaking away from combat-prone antagonists, create an antagonist who has no combat skills to speak of. If you're worried that your PCs are too accustomed to solving their problems through combat, then make your antagonist extremely difficult to kill--without making him good at combat.

There are all sorts of ways of doing this. Make him virtually invulnerable. This might be because he's very difficult to find, he cannot die, he is immune to damage from most weapons, he hangs out in an impenetrable fortress, or he's always hanging out in extremely public places where the party would get captured and executed if they tried anything. There are any number of possibilities.

The only way to kill him must be researched, puzzled out. It might involve making deals with people for information or help, or tricking someone else who can kill him into doing so.

Or he must be defeated rather than killed. He must be magically trapped somehow, or ritually disabled. He must be tricked or changed. Straight combat just won't work with him, or someone in authority has ordered the PCs not to kill him for some reason.

Alternatively, he has the combat skills to be able to withstand anything, but he has a prohibition, geas or code of honor that forbids killing. So he can withstand any attempts at combat, but he will neither initiate it nor deliver death-blows.

Making un-killable antagonists is not something I recommend for regular and frequent game-play. It's mostly an occasional drastic measure, something to force yourself or your players into a new mode of thinking when you find yourselves in a rut.

Interesting Abilities

Give your antagonist a number of interesting, unusual skills and abilities. Don't make him extremely good at everything; give him plenty of low-level abilities. He can paint in watercolor, he knows how to grow orchids, and when no one's looking he works on his memoirs.

The simple presence of these abilities will make your job easier. They will provide the fodder for so many plots and avenues of approach. If your antagonist is good at writing, he might pen a newspaper article that makes the party look bad and causes them problems with their allies. If he cultivates rare orchids, he might trade one to a connoisseur for a favor.

It also gives your PCs new and interesting avenues of attack. They could wreck his greenhouse and make it look like one of their other enemies did it, thus setting their enemies against each other. They could convince a critic to pan their antagonist's paintings, thus upsetting him and causing him to make mistakes. If they find a copy of those memoirs, they could make him look bad by publishing pieces, or they could gain valuable information to help them defeat him. (Even if he's smart enough to leave out details of his operations, it could teach them a lot about how he thinks.)

Friends, Allies, and Enemies

Give your antagonist acquaintances, friends, allies, enemies, neighbors, present and former landlords, people he owes favors to, people who owe him favors, and on and on. NPCs are often the key to an interesting roleplaying game, especially one in which you don't want combat to be the only focus.

Former landlords might be convinced to pass on odd little details. Neighbors might call the police if they see the PCs poking around the grounds of your antagonist's house. So much information can be passed back and forth through people. People can be tricked. People can be bought. People can be played off against one another. People can be manipulated.

You don't need pages and pages of information on each of these people; just a line or two will do. "His landlord's always wondered what all those boxes marked 'private' are in the basement." That's all you need to leave an opening for your PCs.

A Few Questions

You might find some character-building questions to be useful as well, but here are a few things to think about that may specifically be useful when building antagonists.

Home Life

Abilities

People

Feelings and Thoughts

I have nothing against combat antagonists--they can be awfully useful--but they can get boring if used exclusively. It can be difficult to come up with antagonists who don't need violence to achieve their goals, who can be defeated through means other than combat. I hope these suggestions and questions help.