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One way is to have the villain interrupt the attainment of a main character's goal. Whether that be their overarching goal or completely throw a particular mission out of whack, having the villain's goals intersect visibly with the player's goal will cause the player themselves to have to pay attention.
Say, for example, the player is doing a multi-part quest to explore some ruins and retrieve an object (Perhaps an artifact to un-petrify a statued friend, as a random example). Things go as planned for a while then all of a sudden the villain and their forces bust in and change the objectives and progression of the quest entirely. All of a sudden, the on-level monsters you've been facing are no longer a particular threat, but rather the villain's over-leveled forces have to be avoided. This forces the player to have to think about the villain's goal on a mechanical level and interrupts the flow of a quest that was going on track before that point.
Say, for example, the player is doing a multi-part quest to explore some ruins and retrieve an object (Perhaps an artifact to un-petrify a statued friend, as a random example). Things go as planned for a while then all of a sudden the villain and their forces bust in and change the objectives and progression of the quest entirely. All of a sudden, the on-level monsters you've been facing are no longer a particular threat, but rather the villain's over-leveled forces have to be avoided. This forces the player to have to think about the villain's goal on a mechanical level and interrupts the flow of a quest that was going on track before that point.
Agreed. You could also have a party member's relative/village/group/etc. be the victim, fatally, even.If you want to make a villain seem imposing, make sure the player comes across the result of the villain's deeds frequently - and make sure the player can really sense the hurt that was left in the villain's wake, not just a throwaway comment or two about how bad the bad guy is. You can see it happen, but you don't have to - often arriving to see the aftermath is pretty good. Having the villain hurt (but not necessarily kill) someone close to the main party is especially effective.