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10/22/99: Villainy 101 Hi out there in IMC-land. I'm Matt
(Dawg, if it helps to distinguish me as such). Staff in the Shadowrun
room (go there!). Some of you know me, most probably not. Fortunately,
that's not really necessary to what I have to say, though people whom
know me might spot a few in-jokes lurking about.
But enough about me, let's talk about
you.
Specifically, those of you trying (in
one room or another, it doesn't really matter) to play villains. The
evildoers. The moustache twiddlers. The ones who blow up Alderaan
even though they've been told the location of the Rebel Base. Those
that wish to inflict upon everyone else their world view, which normally
has them ruling said world. You get my drift.
A lot of things I've noticed flitting
from room to room, some of our fine folks just haven't gotten to the
meat of what being a bad guy is all about. Now, I read a lot of comics
(gaspshockohmyheart), and one of the few things that have always seemed
extremely silly to me was calling your super evil group the "Masters
of Evil" or "Legion of Doom." Apparently, the fact that you're holding
the UN hostage and demanding 10 billion dollars doesn't qualify you
as evil, so you must tell people in your name.
What the problem is evil sorts almost
NEVER think of themselves as such. It is their destiny to rule.
It's the hero's fault they were dropped into that vat of chemical
(never mind the villain was trying to blow up New York at the time).
Villains, by and large, have a singular point of view which justifies
all their actions. Take the World of Darkness' Sabbat, for example.
For the unenlightened among you, the Sabbat are a sect of vampires
who believe it is their right to rule the world, due to the simple
fact they ARE vampires and by that fact alone the whole world should
get on their knees and kiss the Sabbat's grits.
Of course, it's not that simple. But,
it's what it -appears- to be to outsiders. The Sabbat actually have
what, in their minds, are very good reasons for being the blood-soaked
bastards that they are. In their minds, they are fighting a holy war
to prevent their race (vampires, not humans) from extermination from
the eventual rising of millennia-old omnipotent elder vampire types.
They also believe vampires should act as they truly are, which is
to say, Not Human. Sure, they string people up and use 'em for kegs,
but there's a Reason.
Oh, sure. I imagine you -could- play
some psychopathic SOB, who kills people for no reason, but why? I
mean, is there particularly a POINT? All you've got in some loser
who can jab a knife in the right direction. Wheee. If this is the
sort of character you enjoy playing, then please keep very far from
me, okay?
Now, what can you do when either playing
a villain or making one? Glad you asked (and suffered through
incoherent ramblings to get to this
point). When applying for a specific villain, be it Lord Vader, Mr.
Sinister, Lex Luthor or whomever, take a look at the history of the
character. Find out just why he wants to do what he does, and how
the character got to be where he is now. Take Sabretooth, a Marvel
Comics mutant villain whom I've had some minor experience with. Though
his past is rather shrouded in mystery (being a Marvel Comics character,
also plot holes and continuity screw ups), it's been suspected that
his mutations manifested at birth and he was abused for it. Also,
Sabretooth's mutations also might have something to do with his homicidal
inclinations. He's got so many tools to be a good predator, he starts
to think of himself -as- one.
Whoa, Matt. I hear you say. You've
just contradicted yourself. Mr. Tooth there just likes killing things,
and he's sold comics with platinum covers.
Not quite, but it's a nice try. See,
Sabretooth wasn't -always- as he is now. He was at some point a government
agent, and apparently a very good one. He also really doesn't do very
much rampaging anymore. Sabretooth's a contract killer. He's
a man, after untold years of living with predatory impulses, finally
accepted and embraced them. Sabretooth's also a bit more complex than
a killing machine, anyway (at least when certain writers aren't doing
a number on him). He has a very warped code of honor (for lack of
a better term). Sometimes, for the hell of it, he'll let someone go.
When he's just in the mood. Sabretooth is even trustworthy,
under the right (and very rare) circumstances. It all depends.
See, aside from him having a Reason
and Motivations, he also has a Personality. The three most essential
things I can think of for making a villain. He'll react to situations
in a unique and oft times complex manner. Something all good villains
should do. Take Vader offering Luke the chance to rule at his side
and overthrow the Emperor, when the Dark Lord could've just whacked
the farm boy and tossed him down the garbage chute. Take your time
and think about what you're going to have your nogoodnik do. Pull
the trigger? But wait, maybe there's something the poor dumb hero
can do for you. Maybe he's got worth alive.
Of course, as any Bond film can tell
you, it also might be a good idea to blow the good guy away BEFORE
you rattle off your plans for world
domination. It all depends.
So, in conclusion (yay!), villains
really need three things. A Reason (the How), a Motivation (the Why),
and a Personality (the Who). Just keep those three things in mind
when you're playing or making a villainous character, and you'll do
fine. Promise.
Besides, the world needs villains.
Otherwise, the heroes would be bored. Matt Dawg enjoys tying unmarried
orphans to railway tracks in his spare time..
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