Runeslinger: wrote "Cracking Open the Skull of Evil" with a focus on Horror-Genre villains, Runeslinger offers his considerations of the villain’s motivations and provides some great examples to illustrate what he means.
http://runeslinger.wordpress.com/2011/11/09/cracking-open-the-skull-of-evil-11-2011-blog-carnival/
Berin Kinsman: over on Dire Blog, Berin accepted the challenge with “The Indifference Trap”, in which he focuses on how to think about Traps that the GM’s Villains might spring on their Player Characters. Traps must serve a purpose: to guard things, to give an opponent tactical advantage, and to capture players without killing them. Great insights!
http://berinkinsman.wordpress.com/2011/11/07/rpg-blog-carnival-the-indifference-trap/
Lee at HouseRule wrote "Players Have All the Answers": A short but sweet post on his thoughts regarding traps. A key bit of advice here is to not lock your Players into a trap that corners them hopelessly… give them choices along the way. And provide a sense of urgency as you do it. Worthwhile advice!
http://www.houserule.com/?p=384
Satyre at Satyrlite wrote ‘Villainous Psychology – traps & tricks’ a well organized overview of methods and motives for trap building with great examples. Method, Motive, Opportunity are the subject titles. Well worth the read!
http://satyrelite.blogspot.com/2011/11/villainous-psychology-traps-tricks.html
Desyth at DrunkDM wrote a post “Tricks & Traps” that focuses on a series of really killer traps. Lots of fun and great fodder for ideas!
http://www.drunkdm.com/campaignworkshop/itemsandtraps/november-2011-rpg-carnival-tricks-traps/
Runeslinger followed up with a second post, “A Penticle of Trapping”, which focuses on the second side of my question: the traps, in which he explains the five principals of trapping. This set of principals is where you want to be as a Villain-Thinker. Great ideas.
http://runeslinger.wordpress.com/2011/11/15/a-pentacle-of-trapping/
Michael Schultz at LateToTheParty wrote about his bad guys, how they think and how they function. Most villains, in fact, don’t consider themselves villains – they’re driven by passions, but they rarely say to themselves “I’m evil, mwhahaha”. Bringing realism and depth to your villains is a great idea!
http://latetotheparty.ca/?p=547
Fitz at Game Knight Reviews posted “Thankful for Gleeful Villains” some interesting advice on letting your villains have fun with their wretched diabolical plots. After all, if you don’t enjoy what you’re doing… why do it? LOL!
http://www.gameknightreviews.com/2011/11/the-gassy-gnoll-thankful-for-gleeful-villains-rpg-blog-carnival-tricks-traps/
IronWolf at IronTavern wrote his entry “Thinking like a villain: tricks & traps” and discusses how to provide balance in the pursuit of villainy. After all, if villains are as smart as the GM (ie – omniscient) then the Player Characters may never survive. So it behooves to consider villains as characters of depth, and offers his advice and observations on the topic, as well as two great examples of two types of villains. Great!
http://irontavern.com/2011/11/25/thinking-like-a-villain-tricks-traps/
Again - Thank you everyone for some really great ideas and examples!
And as for my own thoughts, I will post them soon in another post. For now I leave you with a small poem that washed up on the shore of a desolate beach in Elthos one day, written in bloody script, doubtless by the hand of a Player Character who'd been done in at last by his Villainous foes...
Down, down, down
to the Hilts of their swords
they will strive...
till all but their anguish
lies dead and forgotten
in the sands of time