In my early years of GMing it was simple enough to say that the badguys were evil and that was all the justification we needed.  They are attacking the village because they are evil, they are stealing the princess because they are evil, etc.

Over time, my group needs have grown to need more complicated and detailed villains. It is important to consider motives.  What is it that defines them as 'evil' to the party?  In terms of a fantasy setting, what would you consider to be an interesting villain?

What qualities make a villain that inspires your party to rally against him?  What kind of villains have worked for your games in the past?

Example:


  A member of nobility is using trade connections to move valuable pieces of art into another country that is secretly paying him quite well and is framing a member of the party to take the fall.  In addition, someone important to the party member has been taken hostage with a promise of release once they party member takes the blame for the crime.



Question: What does the Result property of a windows message mean and when and how to use it?
Answer: A classic example is the WM_NCHITTEST message, which is passed to your app when the system wants to know where over your form the mouse is so it can change the cursor appropriately and know how to react to user clicks and drags.  By changing m.Result, for example, you can prevent the form from being resized in a specific direction by telling the system that the mouse is not really over that particular edge so it prevents a drag and doesn't change the cursor to the resize one.