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10/22/99: Villainy 101
by Matt Dawg

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..