Dontcha Just Hate Us Bad Guys?

In any roleplaying game, what defines an enemy? The defense numbers? The damage numbers? The extensive and daunting power list? No, I say, and say again, no. The only characteristic that defines an enemy is the one thing that’s impossible to quantify: the personality…

In this glorious age of expensive pocket computers and free Wi-Fi and rampant megaflops, it’s become so easy to calculate the perfect villain to abuse and harass those unsuspecting player characters. Using our advanced technology, we can tweak and test and fudge and forge the foundational numbers of the foes, seeking and finding that sweetest of spots, where the enemies have clung to life long enough and have dealt enough damage that several of the PCs are down and bleeding and those remaining survivors are used up like tissues on a long weekend.

Take a triumphant bow, you Game Master Mathemagicians, and raise your arms in celebration, you Story Teller Digit-Crunchers, for together, we have moved our beloved roleplaying games that much closer to the Skynet apocalypse, where flawed flesh is finally replaced by perfect numbers. Rejoice, resistance is futile, RPGs are borg.

Please don’t misunderstand my tone: I’m not blaming any of you out there for this development. I’m leveling my accusatory finger straight back at myself, for there is no sinner greater than me. Numbers are easy and predictable, even the ones generated by multicolored polyhedrons. Do you know what’s not easy or predictable? The RP portion of our RPG.

Evil

In any roleplaying game, what defines an enemy? The defense numbers? The damage numbers? The extensive and daunting power list? No, I say, and say again, no. The only characteristic that defines an enemy is the one thing that’s impossible to quantify: the personality. As the director of the RPG movie, you need to figure what drives each enemy to do the evil things he or she does. Is it greed or need? Is it badness or madness? If you can figure out the “through line” of a particular foe, then all of the numbers and mechanics stop mattering, because you’ll have a clearer idea of how Big Bad’s going to act, and more importantly, what Big Bad’s going to say in every circumstance.

I say, “more importantly,” because I feel like the art of rich RPG conversation has died. Trust me, I understand the motivation behind this (remember, biggest sinner). Time is precious and fleeting, and we can’t really afford to burn most of it up with chatter-blather when the dice are sitting right there. Enough talk, time to fight! But wait. Hold on. Take a breath. The whole point of creating an enemy who can think and speak is not to alter numbers on the character sheets of the PCs, but rather to annoy and outrage and infuriate the PLAYERS.

When your enemy attacks, let it be with words instead of blade and gun and spell. If you can inflame the players with threats and insults, the eventual (and hopefully inevitable) victory of the PCs will be that much more delicious. The players will remember that encounter and that enemy vividly, and will tell that story for years, and in the retelling, assuming you as Invisible Hand did your work correctly, the players may experience a tiny flash of the emotion they felt at the table: “Oh man, I hated that succubus so much. She just wouldn’t SHUT UP!”

I’ve given this a little thought, and have been able to come up with a few archetypes that might help illustrate my point. This list is certainly not exhaustive, but it is a first step to get you and me thinking about that enemy through line, and maybe even give all of us permission to reach for the taunt first and the dice last.

IMMORTAL
The Immortal is the easiest to misuse, so I decided to describe it first. Whether through ability or position, this enemy can’t be defeated by the PCs, much to their ongoing and mounting frustration. The Immortal keeps appearing to wreck the PCs’ day, and then he scuttles off unharmed, probably laughing while doing it. The Immortal could be a literal god, ignoring anything the PCs do. Alternately, the Immortal could be a more powerful version of the PCs themselves, not literally immortal but superior enough that any conflict will end with much weeping and gnashing of teeth in the party. Finally, the Immortal might not have any power at all, and could very well be an eminently killable child, but this brat happens to be central to something the PCs need (the son of a patron king, the witness of a crime, the hacker savant).

Because the Immortal can’t be beaten, you need to build in a handful of small “win” moments for the PCs over the life of the Immortal (for example, the PCs can’t kill the Immortal, but they can thwart one of his schemes), and also determine some kind of satisfying endgame (for example, at an appropriate moment, the circumstance that provides absolute protection to the Immortal changes, allowing the PCs to finish him). One of the best examples of this kind of endgame occurs in the climax of the original Robocop movie.

BULLY
The Bully isn’t just a standard antagonist, but rather is driven to target one or more of the PCs for a specific reason. The PC may have embarrassed the Bully at some point, knowingly or not, or perhaps the PC works for an individual or cause the Bully hates, or maybe the PC is the wrong race or sex in the wrong place. Whatever the cause, the Bully will not be content with simply winning, but will want to shame and ruin the PC.

It’s easy to imagine the Bully as an over-muscled, under-brained ape who hulks around the beach kicking sand into the faces of nerds, but there are many different kinds of bullies, and I would suggest that the bullies who are intellectual or vastly wealthy (or both) are much more dangerous. These are the ones who outwit the PCs, who set the wheels in motion to catch the PCs in political or judicial traps, all the while feigning a kind of dismissive attitude even as they seethe with hatred.

FAÇADE
The Façade is one of my favorites, if used correctly and sparingly. To understand the Façade, you’ll have to imagine the Bully in all his hateful rage, but take away all of that Bully’s power. The Façade may have lost all of his power, or maybe the Façade never actually had any, but he is weak, and he knows it. This is almost certainly the catalyst behind his antisocial behavior.

You’re probably wondering how the Façade can possibly make for a memorable enemy. After all, he does sound like an adult toddler throwing a tantrum. That’s because he is. Let me give you an example: Trinity the Sword Master was having a drink at the bar, and up stomps Oxor the Angry, backed up by his jeering cohorts (these sorts of enemies always have jeering cohorts). At first, Trinity does what he can to avoid bloodshed, even offering to buy drinks for Oxor and friends, but Oxor isn’t having any of that. Oxor wants a fight.

So Trinity finishes his drink, turns to face the big man, and snatches out his katana, quicker than an eye blink, and rests the razor sharp edge against Oxor’s throat. Oxor freezes, his friends vanish in all directions, Trinity says, “Get lost,” and Oxor does, tail firmly between legs. It was the battle that wasn’t with an opponent who couldn’t win, and yet the player remembers this moment years later, and retells the story frequently.

TRAITOR
Ah, the Traitor, a classic. And the reason it’s a classic is because when it works, it’s a beautiful thing. It might be a cambion disguised as a helpless maiden (“Help me, good sirs!”), or a government agent posing as your group’s doctor, or a Skrull assassin who has replaced the party’s government ally. The reason that this trick is so difficult to pull off is because we players have become so cynical about every stranger in every game. I don’t know you, I don’t trust you. If the librarian does something that raises suspicions, she’s as good as dead. It doesn’t matter how much she’s helped us up until now, I’m not taking chances with getting fooled.

But when it works, on those rare moments when the Game Master manages to pull it off, the air above the gaming table crackles with hatred for this deceiver, this betrayer, this snake in the grass. Usually the hatred is turned on the poor and defenseless GM, but it’s a price worth paying to flay that nerve and unleash all of that raw and red hostility.

I have fought in plenty of RPG skirmishes where the odds were heavily against me and my friends, where the numbers were definitely not in our favor, where the enemies were strategically brilliant while we PCs stumbled through our “divide and be conquered” plan. Some of those encounters, we actually won, but those triumphs were there and gone, drifting away like dust. I can’t remember the specifics of them.

But there were other moments, other combats, where the GM reached out and hooked his fingers into my emotions, and said just the right words through the mouth of the enemy, and made me, for a time, hate this imaginary person. Damn you, Tharizdun. Damn you, Iuz. Damn you, Marilith. And damn you, Pyro. We were supposed to be working together. I’ll never forget any of you.

Villainy Unbound: The Quick and Easy Guide for the Making of a Master Villain!

What makes for a great Villain? Three things immediately leap to mind…

VillainsA few years ago I was asked to sit on a panel discussion at a local convention in the Bay Area of Northern California. The topic of the panel was “What Makes a Great Villain?” The forum went amazingly well and it got me to thinking about the ideology of villainy as a whole…

What makes for a great Villain (notice I use the capital “V”)? Three things immediately leap to mind:

  • Intelligence,
  • Etiquette, and
  • Style.

What is better than a Master Villain who stands there gloating while the hero is descending into his Boiling Deathtrap of Doom™? Absolutely nothing. In every culture there is opposition where Good pits itself against the forces of Evil and often times it is the Villain who gets his (or her, let’s not be biased) just reward in the end, but it’s during that interim BEFORE they get caught that is the most pleasurable for us, as game masters.

What makes playing the bad guy so much fun is the sheer audacity that you can conjure by taking the mantle of Villain. Not just villain, but “Master Villain”. The imagery invokes a force that simply must be reckoned with by our heroes for they have no choice in the matter. Since the weight of playing the Master Villain falls upon the shoulders of Game Masters, and in the rare occasion Players, I have taken this opportunity to compile a ‘quick and easy’ guide in the formation of a Master Villain, along with a few reference books to get you pointed in the right direction for World Domination.

Making the Grade

As stated above, I find that the three elements in capturing the essence of a Master Villain are having the intelligence to concoct (and carry out) diabolical schemes, the etiquette to ensure that even when being faced with your most hated enemy the icy composure you have so diligently constructed is never compromised, and finally having the style and grace to look good while doing the most heinous of deeds. Remember, just because you’re a Master Villain doesn’t mean that you still can’t get the girl.

In the end, what makes for a memorable villain is the ability to breathe life into the villainous persona. Anyone can accomplish gratuitous violence and gore, but it takes a cool hand (and even cooler head) to cause the Hero to look foolish in front of his comrades, and that is what the villain really wants.

I briefly discussed the elements of Master Villainy, but let’s delve into each to give us a better understanding of what makes our bad guys so bad.

Intelligence

Perhaps the ultimate weapon in the Master Villain’s arsenal is the vast resource of knowledge that is obtained and absorbed during the Master Villain’s rise to power. Let nothing go to waste and be sure to retain the slightest bit of information that can be used in a future endeavor. Who knows when it might come of use? The weak link in the Hero’s armor is the fact that they think themselves immune to anything the Master Villain throws against them. While that may be true, it cannot be said for those that the Hero associates with; colleagues, relatives and even lovers make for grand bargaining chips when the fate of the Free World is on the line.

Tips and Tactics:

1.) Make hiring subordinates ensure they can hit the broad side of a barn. There is nothing worse than shelling out good money to the local mook union only to hire the dregs from the gene pool.

2.) Fight Dirty. Why stick around in the middle of a fight when you have your villainous mob to handle things for you? Dog pile on the Hero, it’s only fair.

3.) Think before acting. Nothing disrupts a well-laid plan like letting your emotions take control. In order to stay on top and not get caught you must weigh every action against the possible reaction from your opposing force.

Etiquette

Another great tactic in the fight against Good is making the Hero look like a buffoon. Like in the Bond movies of old, the master villain knew how to handle the suave, debonair Englishman spy. They simply invited him into their midst. The mistake that James Bond’s nemesis made was the fact that they became complacent and overconfident; two sure-fire ways to get caught or killed, thus ending their grand scheme for world conquest. There is nothing wrong with being sociable with the Hero; after all he is just like you, only he’s working for the ‘other’ side. Be pleasant, inviting and warm. Being a hero doesn’t have the perks that a Master Villain does: good food, fine wine and drop-dead gorgeous women, so be sure to pamper your opponent. Once he’s lulled into a false sense of security and thinking that you’re not “evil, just misunderstood” that’s when you stomp him in the dirt like a narc at a biker rally.

Tips and Tactics:

1.) Always treat your opponent with Respect. Even though the two of you may not like each other, you have to admire the tenacity of the Hero for continuing the fight, futile though it may be.

2.) Treat the Hero’s companions better than the Hero does. The quickest way to gain an upper hand is by having the Hero’s own people side with you. Treat them like real people, not like ornaments. Sidekicks need love too.

3.) Never be blatant. Innuendo and subtly are the two keys to ensuring that your point is made without becoming insulting. Let the Hero resort to vulgarities, it only shows how beneath you he really is.

Style

The development of the Master Villain could not be complete without making sure that he stands out from every other nasty piece of work that the hero (or heroes) have faced beforehand. What sets him apart from them? Simple, how he presents himself. It’s evident in the way he walks, talks, looks and carries about his plans for the complete and utter subservience of mankind. The Master Villain is witty and charming while still being able to convey his lethality in a passing glance. Do not mistake grace for foppishness, or a genial attitude for friendship. Technique and refinement give the Master Villain yet another useful weapon against the forces of Good. As the old maxim says, you attract more flies with honey than with vinegar.

Tips and Tactics:

1.) Be daring. There is nothing that says you have to be boring, so make your mark! Evil for Evil’s sake is a crutch, find a goal and carry out your plans in style. Never be predictable, that leads to capture.

2.) Never be afraid of going ‘too far’. Some of the best Master Villains are known for their sense of style. Moriarty, Grand Moff Tarkin and the Joker each had a distinct stylization to their personas. Find what works for you and go for it.

3.) Always leave a good-looking corpse. One of the greatest lines ever used was: “No one could have possibly survived THAT!!” And much to the surprise of the hero group, several months later the main villain returned to wreak revenge upon those that would have killed him. The reoccurring villain theme is a staple in any game; the trick is pulling it off in style.

Evil Encapsulated

After everything is said and done with, and the hero and villain punch the time clock at the end of the day, one thing remains the same: The Master Villain is what You make of him. There is nothing greater than having your PCs build up the reputation of your own creation, turning him (or her, again, let’s be fair) into their very own ‘boogeyman’. Just remember to keep notes of what they say, who knows when it might come in handy.

The books that follow are staples of my personal library, if you do not own them, I urge you to at least hit the web and research them. Enjoy…. and good luck ruling the World!

Suggested Reading:

Sun Tzu; The Art of War; Shambhala Dragon Edition (Wikipedia, Amazon)
Machiavelli; The Prince; Penguin Classics Edition (Wikipedia, Amazon)
Shakespeare; Richard III, Othello, The Tempest; Oxford Edition (Wikipedia, Amazon)
Greene & Elffers; The 48 Laws of Power; Penguin (Wikipedia, Amazon)