
I know everyone is looking for the magical piece of information that makes creation easier. But, they gave the same advice I had at the start—you put in as much as you need.
The problem becomes the question, how much is needed? You can't really ask another person how much is needed while you are working on your creation. You go until you think you have enough to run your encounter, adventure, or campaign. There are some thoughts that can provide guidance.
How big your villain needs to be helps define how much information you need about them.

If you a working on a villain that is manipulating the kingdom the campaign of multiple adventures and months of gaming is based around, you might want a little more about this villain. This one is going to be a driving force, directing all sorts of conflicts with behind-the-scenes maneuvering and manipulations. The depth of their story is going to help drive the adventures and encounters the characters will face. It will therefore also direct how the characters develop.
Villains have personalities.
They are characters in your game. Non-player characters (NPCs) ran by the game master (GM) should be built out as much as needed so they can be played to their best effect. Again this goes back to how often, or how long, the NPC is going to be used. Those expected to have short lifespans in the game shouldn't take you long to put together what's needed. The emissary of the Krogon fleet who keeps interacting with the party over the next half dozen game nights probably should have more work.
The villain is the hero of their own story.

Be willing to advance your villain.
NPCs can and should advance like your player's characters. When creating advanced or leveled encounters I like to start them at the beginning and work them up from that point. This works for creatures that are larger, or those that can gain levels. For those characters who are going to be involved over longer periods of play, I start with what is needed and advance them as needed.
A friend ran a campaign where are nemesis was a mage. We encountered him early on and continued to run into him. He kept thwarting us and slipping away. The wizard started out as a low level encounter and continued to advance as we did. This allowed for a series of encounters with the same character that were always challenging and not over powering. The same can be done for many character types and monsters.
Villains don't have to be absolute evil.
Many villains in a story are only villains to the heroes. This goes back to their motive. When the villain happens to be of a different faith, political faction, foreign government, etc. they are acting in their interests the same way the heroes will be acting in their interest. In our own history many wars have been fought where both sides claimed they were fighting on the side of the same god.

Take notes and be willing to change what is needed to make the encounter, adventure, and campaign work. If they do happen to kill your villain before reach the climax of the storyline, consider their sibling, cousin, close friend, or second in command.
If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.
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