Way the hell
back in the post ‘I Understand, You’re Still a Jerk’ I mentioned that there were two points I wanted to expand on.
One was the
underwear gnomes plots that frequently come up with bad guys, and how those
plots need to make sense.
The second
is that villains need to be villains.
They need to be the kind of people the players want to oppose.
In tabletop
games and similar rpg areas, the function of an antagonist is different from
the function of an antagonist in say fiction. The job of an antagonist is to
move the story forward, to move things along and in fiction to provide a
specific foil to the main character or team. However, in a RPG you aren’t
writing the heroes. You don’t determine their motivations. You don’t determine
how the players view their own characters or each other, or the world, all you
do is lay it out for them.
An antagonist
you see, is the meal you lay out for your players to eat. It’s only by
interacting, in many ways consuming the thing that it accomplishes what it’s
meant to. And if you’re successful, the players feel satisfied and they speak
fondly of the experience like a fine wine or meal. If you screw it up, it’ll be like that time
they got food poisoning from bad Mexican food.
The various
traits, the tragic motivation (which should be seen in how he acts not unloaded
at the heroes like the bad guy needs a psychotherapist) are the seasonings and
preparation of that meal.
Like a
master chef you have to know though what it is that your customers want.
If they’ve
come to you for some simple fair, say wanting to beat up an orc warlord to let
off some steam and have a nice scrum, let’s call it a hamburger villain, then
don’t lay out a sneaky political lawyer villain, let’s call it a soufflé villain, for them.
Also keep in
mind there can be gourmet hamburgers and crappy soufflés. Simplicity does not
mean bad and complexity does not mean good.
Using the
meal analogy it’s also important at times to worry about your player’s
nutrition by varying the kinds of threats and enemies they encounter. Hamburgers,
soufflé, hot dogs, quiche, lasagnas, and maybe even some sushi, as the time
proceeds on. Don't just feed them the same stuff, unless that's what they really like.
Early on it can be helpful to give your
players a buffet of threats, meanies, weirdoes and monsters to oppose, use it
like a taste test to see what they like. Also learn what your own specialties
are.
And again,
don’t forget. The purpose of the antagonist is to be consumed. Consumed by the
adventure and the players. He has no value unless he’s fought against, opposed,
and either overcome by the party, or proves too much for them.
And during
the course of that, your presentation is going to get messed up a little. The
party is going to pour gravy all over it, and splatter ketchup on your Filet Mignon, because that’s how they enjoy eating it. When they call your villain
with deep emotional-trauma a “Momma’s Boy” to his face in the middle of his
monologue, you’re succeeding, not failing (or they wouldn’t bother insulting
him!)
A freeze
dried preserved meal that you put on a shelf so you can show off how talented
you are, and how well made it is, isn’t a meal anymore, and it won’t satisfy
anybody.
Then there are just the villains who cut out the middle and instead of being an analogy for food, are just plain delicious. http://teenage-mutant-ninja-turtles-2012-series.wikia.com/wiki/Pizza_Face
ReplyDeleteAlso. http://villains.wikia.com/wiki/Sourdough_the_Evil_Sandwich
ReplyDelete