((Enjoy! :) ))
Everyone knows what a villain is. Right? We are evil. We are scum-of-the-earth madmen trying to take over the world. We like stealing candy from babies and murdering innocent seal pups.
More seriously, though, we are the scapegoats for many plots and events. Playing the antagonist and keeping it fun for both sides is a skill and an art. So first I reveal to you our most important dogma:
Communication, communication, communication!
While IC-OOC separation is the ideal, every RPer, whether good or bad, has taken comments and actions made ICly as personal OOC insults on occasion. It's the nature of the beast, but it must be avoided. One of the best ways of doing this is to keep an open OOC dialogue during the course of events.
What does this mean?
1) ASK before you do something that potentially has the power to alter a character's life forever. This can be things like torture, death, maiming, kidnapping, imprisonment, or any trials that change a character both physically or mentally for the long term. It's simply polite, and also helps forestall OOC drama further down the road.
2) TELL if you are being placed in a situation you don't want to be placed in. While the other person should be doing the above, it ultimately falls on you to be clear about what you want and don't want. If something in the RP is bothering you, don't let things fester. Speak up! A problem can't be fixed if the other side doesn't know it exists.
3) LISTEN to your RP buddies, and realize we can't always win. It takes two to tango, and without some cooperation, there is no RP. In fact, as villain, you're often expected to take the punishment dished out to you. This doesn't mean you have to lose every time someone thumbs their nose in your general direction, but it also leads right into my next point.
Villains are not respected for being badass. Villains are respected for losing in the most badass way possible.
This is also what I call "the Villain Expectation". Not only are you expected to be evil and nasty and perhaps a little insane, you're also expected to take a beating. Otherwise you're acting like a hero who doesn't act heroically at all, but expects to be treated as if they were. See where the problem lies?
As a villain, you're a loser. You're the antagonist that dies at the end of the story, and everyone lives happily ever after without you. This is a hard pill to swallow for many, because who likes being the jerk no one wants to be around? This is the cold, harsh reality for anyone playing a character who classifies as evil.
The key is to remember this is all about fun, not about who's the biggest guy on campus. As a villain, your role is all about sacrifice. You are taking the ultimate blow so that others may shine.
Keep the fun in it. When you lose, lose hilariously. When you win, win so that others may lose hilariously.
Finally, respect.
IC respect comes from OOC respect. Being a villain takes what they call "willing suspension of disbelief". Let's face it. Most villains are pretty extraordinary, unrealistic even. Their character concepts are hard to wrap heads around, and in the real world, would probably be laughed out of Stock.
In order for people to want to believe in your villain's backstory, you have to prove to them you're worthy of their time. You have to show them that your villain, while a jerk and a tad unbelievable, is a fun character to include in any plot. (This is also the basis behind playing characters who push the limits of the lore, if you were wondering!)
It's also about the give and take of power. There is nothing in your text or your game that makes it possible for you to really control people. If people are not willing to bend a little to your proclamation of power, then you have nothing but a spitting contest--no epic good vs. evil battle at all. People are more likely to bend to you when you bend to them.
And when all is said and done...
Playing a villain is draining. Everyone hates you, everyone is trying to make your royal plans fail. And what's worse, you have to let them!
Being a good villain is also remembering to take a break once in a while. Not only do you give your batteries a much-needed recharge, you also get to experience what it's like for the other side. This in turn can make you even better at playing your game the next time you take your villain character out for a cruise!
All in all, being a good villain means being OOCly flexible, humble, and with a good dash of creativity. It takes practice and a lot of elbow grease, but I think you will agree the epic stories that come out of this kind of RP are well worth the effort!
Everyone knows what a villain is. Right? We are evil. We are scum-of-the-earth madmen trying to take over the world. We like stealing candy from babies and murdering innocent seal pups.
More seriously, though, we are the scapegoats for many plots and events. Playing the antagonist and keeping it fun for both sides is a skill and an art. So first I reveal to you our most important dogma:
Communication, communication, communication!
While IC-OOC separation is the ideal, every RPer, whether good or bad, has taken comments and actions made ICly as personal OOC insults on occasion. It's the nature of the beast, but it must be avoided. One of the best ways of doing this is to keep an open OOC dialogue during the course of events.
What does this mean?
1) ASK before you do something that potentially has the power to alter a character's life forever. This can be things like torture, death, maiming, kidnapping, imprisonment, or any trials that change a character both physically or mentally for the long term. It's simply polite, and also helps forestall OOC drama further down the road.
2) TELL if you are being placed in a situation you don't want to be placed in. While the other person should be doing the above, it ultimately falls on you to be clear about what you want and don't want. If something in the RP is bothering you, don't let things fester. Speak up! A problem can't be fixed if the other side doesn't know it exists.
3) LISTEN to your RP buddies, and realize we can't always win. It takes two to tango, and without some cooperation, there is no RP. In fact, as villain, you're often expected to take the punishment dished out to you. This doesn't mean you have to lose every time someone thumbs their nose in your general direction, but it also leads right into my next point.
Villains are not respected for being badass. Villains are respected for losing in the most badass way possible.
This is also what I call "the Villain Expectation". Not only are you expected to be evil and nasty and perhaps a little insane, you're also expected to take a beating. Otherwise you're acting like a hero who doesn't act heroically at all, but expects to be treated as if they were. See where the problem lies?
As a villain, you're a loser. You're the antagonist that dies at the end of the story, and everyone lives happily ever after without you. This is a hard pill to swallow for many, because who likes being the jerk no one wants to be around? This is the cold, harsh reality for anyone playing a character who classifies as evil.
The key is to remember this is all about fun, not about who's the biggest guy on campus. As a villain, your role is all about sacrifice. You are taking the ultimate blow so that others may shine.
Keep the fun in it. When you lose, lose hilariously. When you win, win so that others may lose hilariously.
Finally, respect.
IC respect comes from OOC respect. Being a villain takes what they call "willing suspension of disbelief". Let's face it. Most villains are pretty extraordinary, unrealistic even. Their character concepts are hard to wrap heads around, and in the real world, would probably be laughed out of Stock.
In order for people to want to believe in your villain's backstory, you have to prove to them you're worthy of their time. You have to show them that your villain, while a jerk and a tad unbelievable, is a fun character to include in any plot. (This is also the basis behind playing characters who push the limits of the lore, if you were wondering!)
It's also about the give and take of power. There is nothing in your text or your game that makes it possible for you to really control people. If people are not willing to bend a little to your proclamation of power, then you have nothing but a spitting contest--no epic good vs. evil battle at all. People are more likely to bend to you when you bend to them.
And when all is said and done...
Playing a villain is draining. Everyone hates you, everyone is trying to make your royal plans fail. And what's worse, you have to let them!
Being a good villain is also remembering to take a break once in a while. Not only do you give your batteries a much-needed recharge, you also get to experience what it's like for the other side. This in turn can make you even better at playing your game the next time you take your villain character out for a cruise!
All in all, being a good villain means being OOCly flexible, humble, and with a good dash of creativity. It takes practice and a lot of elbow grease, but I think you will agree the epic stories that come out of this kind of RP are well worth the effort!