I wanna be bad! Playing in an evil PC game.

I am a huge “Breaking Bad” fan. For those of you who haven’t heard of the show, it follows Walter White, a high school chemistry teacher who contracts cancer.  In order to try to take care of his family and his own medical bills, Walter turns to cooking crystal meth.  The show intimately follows his decent from humble family man to a drug kingpin. And, do you know what? I’ve been rooting for him the entire time.  Even though Walter has become a pretty bad guy by this point in the story, I still want him to “win.” Why would that be?

The same thing happened with my parents when “The Sopranos” was on the air.  Tony Soprano was always an incredibly evil character, but we still loved him.  I think that at some level people understand evil a little bit more than we understand good.  We can understand why people fall. We can empathize with guilt more than we can selflessness. Now, don’t get me wrong, I’m not saying that people can’t be good or whatever, but I just think that in literary terms, the concept of the villain is very powerful and compelling.  So, why is it then that we don’t see more evil player character games? Probably because players find it uncomfortable, or they don’t want to be in a game where everyone is just playing a ridiculous “I set it on fire” all the time character.  However, I personally believe that a good evil character can be more fulfilling and fun than many would suspect.

My first year in college marked the first campaign I had played in that went beyond a few sessions. It was fun, and forever influenced the way I viewed and played RPGs.  It was also an evil player character campaign. It wasn’t meant to be like that from the beginning, it simply evolved into that. The player characters themselves were simply despicable people, but they were compelling despicable people.

My character was named Zachariah, and he worshiped a god named Jolem (who was a god of the hunt). Jolem’s religion had exactly one tenant, “kill whomever and whatever you wish, but kill only for sustenance.” In short, Zachariah was a cannibal – he would hunt animals and people, kill them, and then eat them. In fact, whenever he killed anyone, he would have to spend a round eating part of their body.  Now, Zachariah may sound cartoonishly evil and grim, but let me assure you that he wasn’t. Zachariah was an incredibly optimistic and upbeat character. He was just so fun to play. He had charisma and a unique outlook on life. That alone made him closer to a real person than any other character I had ever played until then. I still find it difficult to call him evil, even though he did horrible things.  He simply believed  in a strange religion.  His religion gave him hope and helped him make sense of his world. Without it, who knows what would’ve happened to him. It was his faith in a greater power, an easily understandable motivation, that compelled him to do evil things.

That’s really the key about evil characters; proper motivation. Yes they do evil things, but why do they do evil things? Sure, the evil wizard wants to make bizarre owlbears and beholders, but why? If you can come up with a good motivation that makes sense, your character can really come alive.  Again,  lets talk about “Breaking Bad”.  Walter justifies his evil deeds with the fact that he is trying to support his family.  Tony Soprano has similar justifications.  Zachariah does evil things for his god. What’s your justification?

What’s with all this fancy talk?

So, you’ve finally got your awesome background for your character. In addition, you’ve decked him out with the best gear a 1st level character can get, and you’re totally ready to impress your gaming buds with your new badass character. Then, when the game starts, you’re sitting there waiting for your character to get introduced, and you’re nothing but a bundle of nerves. You can’t wait! Everyone is going to remember this awesome character forever, so you think.

The time is now! The stage is set! Your character, this piece of your mind, that you gave a name and history (an essence, if you will) is about to step into a collective fantasy! He is seen by the party, he opens his lips to speak, and… he sounds exactly like you. Your character loses any sense of identity he had. Then your character quickly becomes relegated to his party role. His name forgotten, reduced simply to “mage” or “tank”. How sad. How could this have happened? Your guy was cool! He had an incredibly interesting backstory! How could the character just fail to be interesting?

All right, all right. I’ll tone down the melodrama  for a moment so I can be clear about what I’m talking about. Its always fun to create interesting characters. In my view, it’s the best thing about role playing. However, sometimes it takes more than an interesting backstory to make your character come alive. What am I talking about?

I’m talking about diction.

It’s about how your character says things. It means giving him a unique voice. Now, I know we gamers love good pirate voices and other silly accents like that, and those can be a part of it. Really though, diction means so much more.  Diction, in this case, refers to specific word choices your character uses when speaking. Diction can reveal a lot about a character, it can reveal his education, his nationality, his religious beliefs, and even his personal philosophies.

For example,  lets look at a very simple situation that might come up in a game. Hero gets a good Spot roll and manages to see an ambush being set up in a forest. Your character tells the party of course (or perhaps not), but what does he say exactly?

Example 1: Friends, up ah-h-ead, I think those t-three guys are gonna try to kill u-s-s.

A bit over doing the stutter for sure, but this guy sounds like he could be interesting.  No?

Example 2: Ahead, thirty paces, three villains, I will strike first.

This guy  seems like a lot of no-nonsense paladins I’ve dealt with before.

Example 3: Three Dead Men Hiding! I see you! We’re gonna kill you for that!

Certainly a bit overly enthusiastic, but he’d be a cool barbarian!

Of course, these are a bit jokey, but hopefully you can understand the power of appropriate language choice.  Now, imagine that all three of the examples were DnD 3.5 Lvl 1 fighters. Yes, they would all have similar stats. Yet they don’t seem similar at all, do they?

For instance, example 1 is a mystery, he seems strange and acts deranged. Yet you can sense a vulnerability in his voice – his stuttering adding another layer to the character. Example 2 seems confident, calm and under control, perhaps a little too confident, but certainly he has a keen military mind. Lastly, example 3 seems strong, young, and eager. Now, he could be played as a generic fighter, but doesn’t his voice suggest that he may be young, perhaps desperate to prove himself to his companions?

I know I’m overdoing it a bit, but I’m trying to prove a point about how characters, word choice , and proper voice can improve a game. Even with all the numbers and books and dice,  it seems that we sometimes forget that every Tabletop Rpg really just boils down to acting. Acting is what holds our fantasy worlds together! And every actor should know about diction.

Peace.