Comments: Okay this is my first time submitting a question. I have heard you talk about other emails listeners have submitted so I figured why not try. I am putting together a new game and wanted to get your opinion.
What are your thoughts on putting in a God as the antagonist of your game?
Gamer Forge & Tracy Hickman Response:
Oh, God! When it comes to making the deity a little crazy and villainous, Tracy Hickman and DCR say:
2. Focus on other elements, like fun. Good storytelling will replace a powerful villain, anytime. Before the heroes are ready to take on the big challenges, they need to grow internally. Make 'em lose a few times so they can lick their wounds. Give them a romantic foil. Throw in a sprinkle of political intrigue. Maybe a rival adventuring group. All of these can add the necessary excitement to your game. Also, its important in building context.
3. No need to up the ante. To constantly raise the ante of your battles is to miss the point of conflict. The best of the best bad guys, as stated previously, are the ones that are right. Create a villain that the heroes will want to defeat. If you throw up a mountain of battle, it will be seen as only a mountain to climb to the next challenge. The mountain itself presents all the obstacles of the story, while reaching the top is part of the objective of the story. Brass ring, baby. In the words of Scrooge McDuck, "Work smarter, not harder."
*To go the extra mile, Tracy recommends watching The Fifth Element, or Air Force One. Gary Oldman's performances in those movies are what a good bad guy is all about.