All the World's a Stage: So you want to be a bad guy
Today, All the World's a Stage begins a series on "how to be evil," bringing back the bad guy in your fantasy roleplaying -- complete with ideas, methods, warnings, and practical examples.
Up to now, we've mostly talked about roleplaying as a way that you and your friends can get together and enjoy developing your characters' relationships with one another. You don't normally tell stories about epic struggle against evil incarnate as a roleplayer in WoW, mostly because you have very limited control over the enemies you can struggle against in the game -- they tend to respawn every few minutes. It's hard to say, "We have just defeated Arthas and rid the world of the threat of the Scourge!" when your guild is scheduled to do the same thing again next week. There are ways around the continuity problem when you're raiding, but generally the best roleplayers tend to stay away from big lore characters and earth-shattering consequences, to focus on the more personal, down to earth things our heroes experience as they go through their daily lives.
It's kind of like if you had a TV series about all the things that happened in the general background of Lord of the Rings that didn't make it into the movies or novels – Frodo, Aragorn and Legolas would not be in it, but there would be other characters who could interact in the same world, and flesh out many of the details that wouldn't fit in the epic trilogy. (Incidentally, I have not had a chance to play Lord of the Rings Online, but I would hope that one of the goals of that game would be to do just this for the world of Middle Earth, the same way WoW roleplayers can sort of do for Azeroth.)
Now, even though you typically don't roleplay yourself beating up the biggest bad guys in the game, that doesn't mean you can't have any antagonists in your RP stories -- just that your own personal villains have to be somewhat low-key, and that you and your friends have to play them yourselves. There are a lot of limitations and pitfalls with that sort of endeavor, of course, but with a bit of subtlety and imagination, it can most certainly be done.
Step 1: Rule out the impossible
First of all, you have to remember, there are just some things you cannot do. Just like in real life, you cannot simply put on plastic ears, announce to your coworkers that you are an elf, and expect them to speak to you in Thalassian. In WoW, you cannot create a gnome and walk around telling people you're a goblin – it will not work and no one will take it seriously. It doesn't matter how cool it would be, it's just not what people see when they look on their screen, and people generally have a difficult time believing things when they eyes tell them very clearly that it just isn't so.
Step 2: Avoid the impractical
Whatever kind of antagonist you make (or any character for that matter) must be one of the established player character races in the game, preferably of your own faction. You could make it a member of the opposite faction if you really wanted to, but you would lose all ability to actually communicate with everyone in your group of friends. The worst you could do is scare them with emotes and maybe some awesome PvP, if you're really good at that sort of thing. If you just happen to have a high-level character leveled up and decked out in PvP gear that could lay waste to any number of casual gamers, then by all means, whip him out and set him against your friends from time to time. In the end, however, there should be some sort of story there, which is hard when all you can do is emote or attack. Having some friends who can "translate" for you via external Instant Messenger service of some sort might help, or once Battle.net 2.0 comes out, you may be able to use its ability to do cross-faction communication more extensively for roleplaying as well (though exactly how this will work remains to be seen). Either way, it's probably best for now to stick to one of the races on your own faction, in order to allow more subtlety than mere emotes can allow.
Step 3: Beware the implausible
Finally, it's important to remember that whatever sort of villain you create should make sense. Avoiding mary-sueism is very important here, of course -- you want to make sure your character isn't an "attention getter" so much as he or she is a dynamic element in your group's roleplaying experience. Especially if you want to play this character as a part of your guild's story for a lengthy period of time, it's probably best to go for a subtle, indirect approach. Think, "antagonist" instead of "evil villain dude" -- focus on what you know best, such as the intimate details of your friends' characters' backstories, habits, or goals, and think of something that would be a snug fit for them. Stay away from ideas like "invincible demon-spawn bent on exterminating your guild," and work together with other guild members to create something more personal:
All these characters are not your typical fantasy villain archetypes, but what they lose in epic fantasy flair, they gain in playability. These characters can be just good enough that your guild might want to keep them around a while, and yet bad enough that they can be convincing antagonists in a number of situations. Sometimes the best villain is simply a flawed hero.
Step 4: Muahahahaha! (to be continued)
This can be disappointing, however, if what you really wanted was a hardcore struggle of good versus evil. Sometimes the stories about our characters can feel more like soap operas or childish misadventures than actual fantasy storytelling, and you need something to change things up a bit. So next week, we'll discuss how to make a truly evil bad guy within these established limits of possibility, practicality, and plausibility. There's one particularly nasty cliché to avoid, as well as a few other problems to be aware of, but as long as you understand what you're doing, you and your guild can have a great time with a fantasy adventure of your own making.
All the World's a Stage is your source for roleplaying ideas, innovations, and ironies -- we have a lot of ways to help you get started with new characters. Whether you want to start a new goblin or worgen, or play any one of the new race and class combinations, (or even any of the old ones) as you level up in the new world after the Cataclysm, there are lots of ways to get started roleplaying a new character.
Up to now, we've mostly talked about roleplaying as a way that you and your friends can get together and enjoy developing your characters' relationships with one another. You don't normally tell stories about epic struggle against evil incarnate as a roleplayer in WoW, mostly because you have very limited control over the enemies you can struggle against in the game -- they tend to respawn every few minutes. It's hard to say, "We have just defeated Arthas and rid the world of the threat of the Scourge!" when your guild is scheduled to do the same thing again next week. There are ways around the continuity problem when you're raiding, but generally the best roleplayers tend to stay away from big lore characters and earth-shattering consequences, to focus on the more personal, down to earth things our heroes experience as they go through their daily lives.
It's kind of like if you had a TV series about all the things that happened in the general background of Lord of the Rings that didn't make it into the movies or novels – Frodo, Aragorn and Legolas would not be in it, but there would be other characters who could interact in the same world, and flesh out many of the details that wouldn't fit in the epic trilogy. (Incidentally, I have not had a chance to play Lord of the Rings Online, but I would hope that one of the goals of that game would be to do just this for the world of Middle Earth, the same way WoW roleplayers can sort of do for Azeroth.)
Now, even though you typically don't roleplay yourself beating up the biggest bad guys in the game, that doesn't mean you can't have any antagonists in your RP stories -- just that your own personal villains have to be somewhat low-key, and that you and your friends have to play them yourselves. There are a lot of limitations and pitfalls with that sort of endeavor, of course, but with a bit of subtlety and imagination, it can most certainly be done.
Step 1: Rule out the impossible
First of all, you have to remember, there are just some things you cannot do. Just like in real life, you cannot simply put on plastic ears, announce to your coworkers that you are an elf, and expect them to speak to you in Thalassian. In WoW, you cannot create a gnome and walk around telling people you're a goblin – it will not work and no one will take it seriously. It doesn't matter how cool it would be, it's just not what people see when they look on their screen, and people generally have a difficult time believing things when they eyes tell them very clearly that it just isn't so.
Step 2: Avoid the impractical
Whatever kind of antagonist you make (or any character for that matter) must be one of the established player character races in the game, preferably of your own faction. You could make it a member of the opposite faction if you really wanted to, but you would lose all ability to actually communicate with everyone in your group of friends. The worst you could do is scare them with emotes and maybe some awesome PvP, if you're really good at that sort of thing. If you just happen to have a high-level character leveled up and decked out in PvP gear that could lay waste to any number of casual gamers, then by all means, whip him out and set him against your friends from time to time. In the end, however, there should be some sort of story there, which is hard when all you can do is emote or attack. Having some friends who can "translate" for you via external Instant Messenger service of some sort might help, or once Battle.net 2.0 comes out, you may be able to use its ability to do cross-faction communication more extensively for roleplaying as well (though exactly how this will work remains to be seen). Either way, it's probably best for now to stick to one of the races on your own faction, in order to allow more subtlety than mere emotes can allow.
Step 3: Beware the implausible
Finally, it's important to remember that whatever sort of villain you create should make sense. Avoiding mary-sueism is very important here, of course -- you want to make sure your character isn't an "attention getter" so much as he or she is a dynamic element in your group's roleplaying experience. Especially if you want to play this character as a part of your guild's story for a lengthy period of time, it's probably best to go for a subtle, indirect approach. Think, "antagonist" instead of "evil villain dude" -- focus on what you know best, such as the intimate details of your friends' characters' backstories, habits, or goals, and think of something that would be a snug fit for them. Stay away from ideas like "invincible demon-spawn bent on exterminating your guild," and work together with other guild members to create something more personal:
- Ex-girlfriend of one guild member trying to forget his past
- Troubled youth trying to rebel against authority figures (like guild officers)
- Absent-minded archaeologist who keeps discovering cursed items that get the guild in trouble (for example, a statuette that turns certain people into gibbering idiots for a time, or a non-soulbinding helmet that erases memories).
All these characters are not your typical fantasy villain archetypes, but what they lose in epic fantasy flair, they gain in playability. These characters can be just good enough that your guild might want to keep them around a while, and yet bad enough that they can be convincing antagonists in a number of situations. Sometimes the best villain is simply a flawed hero.
Step 4: Muahahahaha! (to be continued)
This can be disappointing, however, if what you really wanted was a hardcore struggle of good versus evil. Sometimes the stories about our characters can feel more like soap operas or childish misadventures than actual fantasy storytelling, and you need something to change things up a bit. So next week, we'll discuss how to make a truly evil bad guy within these established limits of possibility, practicality, and plausibility. There's one particularly nasty cliché to avoid, as well as a few other problems to be aware of, but as long as you understand what you're doing, you and your guild can have a great time with a fantasy adventure of your own making.
Filed under: All the World's a Stage (Roleplaying), How-tos, Virtual selves, RP, Guides







Reader Comments (Page 1 of 2)
HWL_Bloodstriker Sep 20th 2009 4:21PM
I put on my robe and wizard hat....
Actually, I tried being "evil" the other night. I ran a lowbie through Strat and every once in a while I would iceblock or go invis, causing the death of the twink. The best part is I had him believe that the block of ice was due to mob abilities.
Zindar Sep 20th 2009 4:23PM
First!
Nah, im jsut fucking around and by the time i post this i might not be first but whatever. I love reading these articles, I havent been playing wow lately. Sort of trying to quit with school and all. But even though i dont actually roleplay its really interesting to read these articles and learn about an aspect of wow that many tap into and is foreign to me because i dont have the time or patience to do it myself.
Rai Sep 20th 2009 4:27PM
There is the downside to making a "bad guy". All the people on the server in guard guilds and Watch guilds...well, they won't accept that "good" can lose.
While it's fun to RP a bad guy (I do it myself), you have to accept that you cannot win in the end.
Falcon6 Sep 20th 2009 4:57PM
Actually, there are cases where evil can, indeed, win.
Best case scenario? Death Knights. You're a heroic Paladin with the goal to extinguish evil. While going about this goal, you encounter someone who's not so keen on that idea. Epic battle may ensue, but the Paladin falls, only to rise up as a Death Knight. In that sort of case, evil did win, even though the story shifts to a different villain for a while.
Other scenario might be a Forsaken. These days, the creation of a Forsaken simply by the events in The Frozen Throne might not be the ideal case for a character. Perhaps, as a human, he was killed by a Forsaken, and then ended up risen up as a subordinate of the same one.
Of course, the end result can be exactly what you thought...evil wouldn't win here. However, if a Downer Ending is what you're going for here, it's definitely possible.
Eddy Sep 20th 2009 5:14PM
I think what the original poster means is that everyone who plays a "Good guy" will be damned if they let your evil character actually win or make any progress. But "Evil" characters can also have trouble admitting that they've been defeated (or vice versa, clearly). Basically what it comes down to is that no one ever wants to lose in a rp conflict where there isn't a formal game mechanic telling them that they lose, and unless you have people on both sides who agree to some sort of moderation of conflict (or can exchange victories and defeats for story purposes or something) you'll have a lot of... indecisive endings.
Falcon6 Sep 20th 2009 5:37PM
Well, true enough. Meddling do-gooders will always try to stop you.
Still, if you plan it out correctly, it IS possible. But I guess I'm talking more along the lines of planned RP events.
Randomize Sep 20th 2009 5:39PM
@Eddy
You make an interesting point of things, showing that both good and evil fail to actually win, just that both may feel that they won, much like how Illidan lost to Arthas but honestly believed that he prevailed.
Dreadsheath Sep 20th 2009 4:41PM
Good, post, really informative
Zindar Sep 20th 2009 4:57PM
why did my post get down voted? I was merely making a positive comment about these posts. Just cuz i put first at the begining? Cuz if you read more then the first word, I hate people that post nothing but first. but watever.
Eraj Sep 20th 2009 5:02PM
But you said first nonetheless. Which is why you were down-voted.
Zindar Sep 20th 2009 5:20PM
Lol, whatever.
Hoggersbud Sep 20th 2009 5:28PM
And just for reference, your understanding of the events in LOTRO is pretty accurate. The initial leveling phase of quests is basically the story of things that happened while Frodo and company were running to Rivendell.
Including some other Baggins folks.
IvanZephyr Sep 21st 2009 10:24PM
I think you're forgetting something, or maybe you'll bring it up next week but:
It isn't that it's completely Mary Sueish to have a diabolically evil character who likes to steal the show...just make him/her do so on a "stage" that isn't as large:
An example of a story arc me and my friends RPed:
----------------------------------------------------------------------
My Warlock was a Mage who was essentially a child prodigy...except he was fairly overzealous in his studies and found a tome with some hastily written demonology notes. Convinced that become overall studied in every aspect of magic, he sought to summon an Imp. What he ended up with was an Eredar...who promptly corrupted him and evolved his magics from Mage to Warlock.
He then went back and began to torment his brother and his friend, a Paladin, who was pregnant with a Night Elf. He found the idea of a Human/Night Elven and Paladin/Rogue offspring interesting...and went about tormenting her, hoping to steal the energies of her child.
Long story short, he was beaten so close to the brink of death that the Eredar's taint left him...and he was stuck as a Warlock to do his own bidding.
----------------------------------------------------------------------
My point was...my warlock was a kind of an over-the-top villain, but it wasn't obnoxious because I didn't RP him going around as a megalomaniac wanting to...like destroy the entire Alliance or...Azeroth.
It just depends on how grandiose you make them.
Also: I think you left out an INCREDIBLY important fact regarding villains.
Step 5.: Realize that you WILL lose.
People like the whole "Good winning over evil" thing. A good villain will realize that they, ultimately, will lose. In my case, I had my warlock freed of the Eredar's curse, and therefore I could still RP him instead of killing him off.
Kleptov Sep 20th 2009 9:59PM
This article was a really good idea, kudos, and you gave some good tips. I actually have a "bad guy" character of my own. Here's an example for all of you interested in RPing a villainous character (warning: wall of text incoming):
So I was milling around on my dwarf Death Knight, kind of bored, and I decided that I'd try to tick off the Stormwind Guard guild on my server (Moon Guard). Like all good villains, I kicked off my crime spree by targeting an innocent civilian. I went to the Blue Recluse and asked a paladin, dining with a night elf woman, if he would like a drink. This while I was dressed in full "EVIL DEATH KNIGHT" plate. Who takes a drink from a waiter dressed in plate?
Anyway, like a good little victim, he ignored the "Kleptov slips something into the drink and chuckles to himself" emote and drank up. He RPed gagging from the poison, and in true villain form, I cackled, said some taunting witticism and rode away on my Dreadsteed.
I left the Mage District and went to the SW Park, because there are quite a few taverns there and I figured that there must be a guardsman in one of them. Luckily, there was a trio of guardsmen in one of the taverns, so I walked up and offered them a drink. This time, my black scalemail plate and sinister manner tipped them off to the fact that I wasn't your run-of-the-mill waiter. One of the guards declined, and eyed me suspiciously. I walked out, but just to be sure my point came across, I /emote muttered "Oh well, there are plenty of other guards to poison."
I left to go to a different tavern, hoping to find a more gullible guard, but in a twist of fate, the guards I had just tipped off to my villainy walked into the tavern. I jumped behind a staircase, changed from my plate to a mild mannered suit, and tried to walk out of the tavern as innocently as possible. The guardsmen weren't about to let that happen, however, and they blocked me as I tried to leave and confronted me about my assassination attempt.
I lied through my teeth, saying that it must have been a different dwarf, I'm just a simple merchant, and how racist of you to think that all dwarves look alike! This didn't work, so when things looked like they were about to get violent, I summoned a ghoul, yelled "Get 'em!" and sprinted out of the tavern as fast as my stubby little dwarf legs could take me. Not fast enough, really, because the guards mounted up and caught me.
More guards came (news spreads fast among the SW guards), and they surrounded me as I sat down and tried to act innocent. They started interrogated me, and I insisted that I had nothing to do with the poisonings and that this was a terrible misunderstanding, completely contrary to all previous knowledge. A large crowd gathered, as this was grade A entertainment.
Then, the paladin and his night elf friend arrived. The ones that I had tried to poison earlier. Oh snap.
The evidence was starting to stack up against me. I noticed that none of the guards had bothered to tie me up, so I did the logical thing, and ran towards the canals. I cast Path of Frost, mounted up, and started riding down the canals, certain that I had evaded certain capture, when I saw all the guards riding behind me, and I noticed that one of them was a Death Knight. That's right. I was the target in a high speed chase through the freaking CANAL! This is why RPing is cool, kids.
I kept riding until I ran up into a dead end. The guards quickly jumped me, tied me up and shackled me. I resumed trying to talk my way out of the situation, crying that I had panicked, that I really was innocent, and that I just wanted to see my wife and eight kids in Ironforge again (I was lying up a storm). Unfortunately, the guards are pretty hardcore, and they were discussing executing me right there. But I went all habeus corpus on them, and demanded a fair trial. So they pulled me down to the big empty building in the Dwarven District, and set up a trial.
They had witnesses against me, the guards I had tried to poison and the paladin that I actually HAD poisoned. I protested loudly, but then decided that the evidence against me was a little too steep. So, I confessed, loudly and dramatically, and cackled that they would never catch me. I cast Death and Decay, making the ground glow red, and the guards backed off. I started casting Death Gate, and with a parting cry of "I'm off to Acherus, all of you with blood still flowin' through your veins stay behind!" I escaped.
It was, hands down, the funnest thing I've ever done in WoW. Really great RP, and it came from being a villain. Take a step down the dark side; you won’t be sorry. :D
jt Sep 21st 2009 2:40AM
That was such an awesome story!! How cool!!! I don't play on a RP Server, but after that tale, I'm sure inclined to!! What server did this take place on? And how did they "tie you up and cuff you"? Emotes?
onetrueping Sep 21st 2009 5:50AM
Well done, particularly with your portrayal of a completely amoral villain! My hat is off to you, good sir!
Zirk Jun 1st 2010 9:32PM
That's incredible! Now I want to create an RP Villain and wreak some havoc of my own!
BiggusGeekus Sep 21st 2009 8:54AM
This article missed the opportunity to use a picture (and quote) from the cartoon "The Tick", specifically from The Evil Midnight Bomber What Bombs At Midnight.
"And so he says to me, you want to be a bad guy? and I say Yeah Baby! I want to be bad! I says SURF'S UP SPACE PONIES I'm making gravy without the lumps! Ah ha ha ha ha haaaaa!!!!!"
-- EMBWBAM
... and an opportunity to quote the Evil Midnight Bomber What Bombs At Midnight should never be missed.
DeathPaladin Sep 21st 2009 10:23AM
Even though I don't play on an RP server, it's a recurring joke in my guild that every single character I have is evil. However, even though every one of my characters has to be evil, I strive for them to be evil in their own different way.
So I have my Death Knight, whose loyalty resides with the highest bidder. He's come to hate the Alliance, but still accepts money from them because he hates the Horde just as much, the Horde wouldn't accept him anyway, and he realizes that it would be suicide to be a rogue Death Knight in Northrend.
Then I have a Hunter. He's one of those who likes to hunt "The Most Dangerous Game". Murder for him is a sport.
I also have a Rogue. For her, murder is not a sport, it's an art form. And the world is her canvas.
When Cataclysm comes out, I'm going to make a Worgen Rogue. He'll be like the Assassins from Discworld. Very upper-class, well educated, and kills simply because he can. Out of all of my evil characters, he'll probably be the first with some principles.
My most hilarious one is my evil Draenei Paladin. He's also an Engineer, so I decided he'd be an aspiring supervillain, and an incredibly jovial one (he loves drinking and partying more than the Dwarves). He absolutely did not draw up plans to weaponize Naaru, nor did he spend any time in the Arcatraz for it, and he especially didn't miraculously escape and stow away aboard the Exodar as it was taking off. And he will deny it up and down if you so much as suggest that he did, and sometimes even if you don't.
DeathPaladin Sep 21st 2009 11:35AM
On reflection, I suppose I could try for the time tested "Seven Deadly Sins" lineup. I'm already most of the way there.
My Death Knight is Wrath (alternatively Greed, but he's more a mercenary due to him hating everything than him actually wanting money)
My Paladin is Gluttony
My Hunter is Greed (not so much for wealth, but for trophies or the next kill)
My Rogue is Envy
My planned Worgen is Pride
That leaves only Lust and Sloth. Lust would be easy if the Succubus wasn't inferior to pretty much every other demon. Sloth'll be tricky, though. It's hard to make a good villain based on laziness and indifference.