All the World's a Stage: So you want to be possessed
Today, All the World's a Stage continues a series on "how to be evil," bringing the bad guy back into your fantasy roleplaying, complete with ideas, methods, warnings, and practical examples. Be sure to check out steps 1-3 on the path to evil here.
It's been said that the secret to writing a good story is not having a really interesting hero, but rather an interesting villain. The hero himself is defined by the villain in many ways, just as a sports team becomes famous only once they've defeated the last year's champions, or a runner breaks the world record for speed, a hero needs someone to test himself against, a great obstacle for him to overcome or destroy. If the villain is interesting, then the hero will be interesting too.
It is natural, then, for a roleplayer to want to test his own heroes or those of his friends against some obstacles as well. Many of us sit down with the intention of creating a really interesting challenge for our guildmates to overcome – but in our creative endeavor we must remember that danger lurks behind every corner, and creating a villain in itself is a task with significant obstacles to overcome. In fact, one might say that the greatest enemy of such a roleplayer is none other than his own self, the ghost of cliché lurking just outside his field of creative vision.
Step 4: Muahahahaha!
So you thought you were safe did you? You may have had some victories so far, but be assured your path to evil is not finished yet.
In steps 1 through 3, we learned that the secret to true roleplaying villainy is tapping into issues that are meaningful and entertaining for your friends. It has nothing to do with actually being bad. It involves giving your friends' characters some obstacles to overcome, which your friends themselves think are really interesting. You may have to consult with your guild, make some intuitive leaps, and experiment a bit, but in the end, like any mad scientist worth his lab coat, you'll be laughing maniacally when you finally get it right.
On your way to becoming entertainingly evil, it would be wise to keep in mind more ghostly pitfalls you may not be aware of, which may catch you and ruin your fun before you even begin. These are vague and hard to pin down at times, and if you have the right group of people it may not even matter at all. Nonetheless, certain clichés can cause trouble if you're not aware of them, and the only way to be sure to defeat them is to exorcise them from your unconscious, into the light of critical examination.
Step 5: Possession of clichéd story material
One of the "mistakes" many of us make in our journey toward proper villainhood is to let our main characters get possessed by a demon or spirit of some sort. I put "mistakes" in "quotation marks" because there's nothing technically wrong with the idea: It's certainly possible to roleplay a possession well, practical within the restraints of the game, and plausible within the Warcraft setting. If this is your first time trying out roleplaying bad guys with a group of friends, you might really have a great time with it.
But beware – it's just about the first thing people think of when the first whisper of villainy comes into their minds. It seems so original and interesting at first that they may not realize that great minds think alike, and all the other roleplayers on their server have thought of it too. Any experienced roleplayer has probably seen the "possession" idea roleplayed in many ways and has even tried it himself more than once in one form or another. Seeing it again may not evoke instant enthusiasm for the idea, but it's still possible that you or one of your friends might find an approach to possession that feels fresh and fun again. If you talk it over and your guild says their fine with that, then fine. But if you get a sense that they've "been there, done that" then be prepared to try and find something different.
Step 6: Design for the delete button
So if you've decided you want to try a different way to be really nasty and evil, then consider this: create a villain who is doomed from the very beginning to utter failure and ultimate deletion. Design him, name him, dress him up in fancy low-level clothes, but don't plan on leveling him up to Northrend, nor even necessarily the Barrens, because he really isn't going to live that long.
He's going to be a short-term utility in your quest to entertain your friends for a limited period of time. He will appear, present a challenge of some sort, continue to build some tension for a while, arrive at a climactic conflict, and then fail, die, or get banished to a parallel universe. Whatever happens, your friends will win and he will lose, because it's not fun for a villain to succeed, nor is it fun for the same loser to just keep coming back again and again to do the same old things he's always done. You might get away with bringing a villain back for a second or maybe even third run around if you have new ideas and can keep him interesting, but sooner or later he's going to become a groaner that people wish would just stay dead for good.
"But what about the Joker?" you ask, "Lex Luthor, or even Dr. Claw! – all these are famous villains that keep coming back again and again. Why can't I do the same thing?" Repetitive villains only succeed in media where repetition isn't a problem: children's Saturday morning cartoons often thrive on repetition of themes and ideas, as do Sunday morning comic strips and serial comic books – all these have an audience that isn't looking for brilliant creativity so much as they are looking for more of the same old thing that they're used to already. They keep coming back for the same reason that fans of classic TV shows like watching reruns – it's familiar, it's good, and it's comforting.
But in my experience, roleplayers don't want the same thing from their experience in WoW. They want to see development and evolution of old themes into something young and exciting, with old elements mixing together into something new. When you see the Joker returning to the big screen in a new Batman movie, it's precisely because they're trying to do something new with the character that we haven't seen before. But as roleplayers, it's much harder to just reset the Warcraft universe and start afresh the way you can with old comic book characters. Therefore it's much better if our villains always bring something new to the table too. Besides, roleplayers also want to feel successful, not annoyed, and that villain who just won't go away doesn't help with that.
Whatever you come up with, make sure it's short, an experiment you can learn from, and needn't get drawn out forever. Temporary characters are a perfect opportunity to try out different ideas, to see what works and what doesn't.
Step 7: Disposable Villains, Inc... (to be continued)
Next week, we'll be looking at how to put ideas like this into motion, with practical examples about how to make disposable villains work, and how to plan out a story with them, as well as some of the nice details you can put in there to make even a lowbie character feel like the perfect channel for your evil genius.
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.
It's been said that the secret to writing a good story is not having a really interesting hero, but rather an interesting villain. The hero himself is defined by the villain in many ways, just as a sports team becomes famous only once they've defeated the last year's champions, or a runner breaks the world record for speed, a hero needs someone to test himself against, a great obstacle for him to overcome or destroy. If the villain is interesting, then the hero will be interesting too.
It is natural, then, for a roleplayer to want to test his own heroes or those of his friends against some obstacles as well. Many of us sit down with the intention of creating a really interesting challenge for our guildmates to overcome – but in our creative endeavor we must remember that danger lurks behind every corner, and creating a villain in itself is a task with significant obstacles to overcome. In fact, one might say that the greatest enemy of such a roleplayer is none other than his own self, the ghost of cliché lurking just outside his field of creative vision.
Step 4: Muahahahaha!
So you thought you were safe did you? You may have had some victories so far, but be assured your path to evil is not finished yet.
In steps 1 through 3, we learned that the secret to true roleplaying villainy is tapping into issues that are meaningful and entertaining for your friends. It has nothing to do with actually being bad. It involves giving your friends' characters some obstacles to overcome, which your friends themselves think are really interesting. You may have to consult with your guild, make some intuitive leaps, and experiment a bit, but in the end, like any mad scientist worth his lab coat, you'll be laughing maniacally when you finally get it right.
On your way to becoming entertainingly evil, it would be wise to keep in mind more ghostly pitfalls you may not be aware of, which may catch you and ruin your fun before you even begin. These are vague and hard to pin down at times, and if you have the right group of people it may not even matter at all. Nonetheless, certain clichés can cause trouble if you're not aware of them, and the only way to be sure to defeat them is to exorcise them from your unconscious, into the light of critical examination.
Step 5: Possession of clichéd story material
One of the "mistakes" many of us make in our journey toward proper villainhood is to let our main characters get possessed by a demon or spirit of some sort. I put "mistakes" in "quotation marks" because there's nothing technically wrong with the idea: It's certainly possible to roleplay a possession well, practical within the restraints of the game, and plausible within the Warcraft setting. If this is your first time trying out roleplaying bad guys with a group of friends, you might really have a great time with it.
But beware – it's just about the first thing people think of when the first whisper of villainy comes into their minds. It seems so original and interesting at first that they may not realize that great minds think alike, and all the other roleplayers on their server have thought of it too. Any experienced roleplayer has probably seen the "possession" idea roleplayed in many ways and has even tried it himself more than once in one form or another. Seeing it again may not evoke instant enthusiasm for the idea, but it's still possible that you or one of your friends might find an approach to possession that feels fresh and fun again. If you talk it over and your guild says their fine with that, then fine. But if you get a sense that they've "been there, done that" then be prepared to try and find something different.
Step 6: Design for the delete button
So if you've decided you want to try a different way to be really nasty and evil, then consider this: create a villain who is doomed from the very beginning to utter failure and ultimate deletion. Design him, name him, dress him up in fancy low-level clothes, but don't plan on leveling him up to Northrend, nor even necessarily the Barrens, because he really isn't going to live that long.
He's going to be a short-term utility in your quest to entertain your friends for a limited period of time. He will appear, present a challenge of some sort, continue to build some tension for a while, arrive at a climactic conflict, and then fail, die, or get banished to a parallel universe. Whatever happens, your friends will win and he will lose, because it's not fun for a villain to succeed, nor is it fun for the same loser to just keep coming back again and again to do the same old things he's always done. You might get away with bringing a villain back for a second or maybe even third run around if you have new ideas and can keep him interesting, but sooner or later he's going to become a groaner that people wish would just stay dead for good.
"But what about the Joker?" you ask, "Lex Luthor, or even Dr. Claw! – all these are famous villains that keep coming back again and again. Why can't I do the same thing?" Repetitive villains only succeed in media where repetition isn't a problem: children's Saturday morning cartoons often thrive on repetition of themes and ideas, as do Sunday morning comic strips and serial comic books – all these have an audience that isn't looking for brilliant creativity so much as they are looking for more of the same old thing that they're used to already. They keep coming back for the same reason that fans of classic TV shows like watching reruns – it's familiar, it's good, and it's comforting.
But in my experience, roleplayers don't want the same thing from their experience in WoW. They want to see development and evolution of old themes into something young and exciting, with old elements mixing together into something new. When you see the Joker returning to the big screen in a new Batman movie, it's precisely because they're trying to do something new with the character that we haven't seen before. But as roleplayers, it's much harder to just reset the Warcraft universe and start afresh the way you can with old comic book characters. Therefore it's much better if our villains always bring something new to the table too. Besides, roleplayers also want to feel successful, not annoyed, and that villain who just won't go away doesn't help with that.
Whatever you come up with, make sure it's short, an experiment you can learn from, and needn't get drawn out forever. Temporary characters are a perfect opportunity to try out different ideas, to see what works and what doesn't.
Step 7: Disposable Villains, Inc... (to be continued)
Next week, we'll be looking at how to put ideas like this into motion, with practical examples about how to make disposable villains work, and how to plan out a story with them, as well as some of the nice details you can put in there to make even a lowbie character feel like the perfect channel for your evil genius.
Filed under: All the World's a Stage (Roleplaying), How-tos, Virtual selves, Guides, RP







Reader Comments (Page 1 of 2)
Meethan Sep 27th 2009 8:12PM
Possessed does not have to mean evil, but since this is a follow up I guess it makes sense you title it as such.
Also step 6 is pure genius. I have forever been waiting for an excuse to make a character I immediatly kill off. Helping advance people's stories and really just incitng fear into people's characters no matter how he or she dies.
Possession can be really bad or moderatly good, I have yet to see it done great. I know people who possess people, people possessed by "dark forces" that are never named, and people taken over by the powers of the universe. As long as it's not played out like mind control, it's fine.
Dyaan Sep 30th 2009 12:21AM
something funny to do would be to be possessed by a demon of completely insubstantial power. Just an annoyance, sometimes creating a little problem until banished.
alpha5099 Sep 27th 2009 8:38PM
It's not fun when villains win? I almost always root for the villain.
Alithoe Sep 27th 2009 9:34PM
But perhaps you wouldn't if it were a common occurrence that the villain loses.
Stories in general will almost always have the villain lose in some fashion, and the reader/viewer/player/etc. expects this. Even though the reader is sure the protagonist will pull out in the end, they know that in the end they will almost always win.
Playing off of that expectation also makes things interesting, like in the Princess Bride when Prince Humperdink and turns the Dial on the The Machine to 20. Even William Goldman steps in and tells you what happens, and because it goes against what should happen, it helps to keep the story interesting.
So if it were common that the villain won, would you root for the protagonist? No way to know, but it's interesting to think about.
Alithoe Sep 27th 2009 9:36PM
"Even though the reader is sure the protagonist will pull out in the end, they know that in the end they will almost always win."
What I meant to write: "Even though the reader (or whatever) is sure the protagonist will pull out in the end, it's suspenseful and interesting when that concept is threatened, which in turn makes the villains seem more evil." hooray for edit functions!
Cyanea Sep 27th 2009 9:30PM
Possessed doesn't always mean evil, like the above said.
My hunter is an Engineer who is frequently possessed by a mad gnomish scientist, though not a very good one. My character was helping the scientist with an experiment, and the latter's consciousness ended up inside my character's. Sometimes he's in control, sometimes my character is. It's the reason for the Engineering profession on my char too...all of the times the gear malfunctions or backfires, I explain by saying that the inept scientist was in control at the moment.
rosencratz Sep 28th 2009 7:55AM
... but this is ana rticle about being evil and so when possession is talked about it's on the subject of being evil.
Unless your suggesting there could be an evil character who's possessed by something good?
Cetha Sep 27th 2009 9:36PM
I was wondering about this recently and perhaps this column could help. I started a tauren druid on a rp realm as I've never really tried out RP before. I really was wondering about playing a "dark" druid, but it seems so contrary to the whole druid ideology. Are there any "dark" druids in the Lore? I mean I know Malfurion is a jerk, but that's not quite the same thing.
Volkrin Sep 27th 2009 11:02PM
There are the Druids within Wailing Caverns, though that seems to be more madness than evil.
devilsei Sep 27th 2009 11:23PM
Well, I'd say it depends really on your idea of "dark".
Druids have a deep, ingrained sense of balance in the world. If you mean along the lines of an anti-hero and/or lone wolf (er, bear... cat... tree... owl... whatever...), its very possible. The druid could believe that the only true way to achieve balance is to force it. From what I've seen at least, druids are rather passive in their changes, only scaling it up when the situation becomes dire. But a darker druid could cut straight to the chase, slicing the bud right off.
If you mean a more evil druid, same thing basically. Take Malygos for example, his best idea to save the world, to him at least, involved tearing the gift of magic from mortal hands. A more evil druid could be bent on exterminating all sentient, greater life (I.E. the player races and others of equal intelligence), all just to restore perfect balance. The latter is probably considered cliche'd as it follows the "road to hell" saying, but sometimes it really works out well.
I don't really use the roleplaying realms on WoW though, and the last class I'd use for roleplay would be a druid so I wouldn't be too sure on all this. I'm more of a paladin person. =P
Cetha Sep 28th 2009 2:06AM
grrr...comment below was meant to be here.
Vitos Sep 27th 2009 9:39PM
Now, personally, I don't roleplay in WoW much, but I have in other places and I think it would be cool to have an enemy who fights me the entire way up to 80. It would not be a constant foe but someone who you meet on a semi regular basis. For instance, when you first meet he soundly defeats you and your friends. You plot to get back at him and defeat him/his minions but you do not manage to kill him. He would change his strategies after his every defeat and his character would be slightly changed.
If you really are ambitious and an altoholic you can start him off as a priest defending the light and all life/sentient life (Don't you dare kill those kobolds) who attacks you when you commit some minor crime. Then as you keep on trying to go about your way he stops you and as he does so his character progresses more. He turns to more damaging methods and less passive- he goes from Holy/Disc spec to Shadow. From there, since he still cannot defeat you he evolves and becomes a mage Arcane/Frost and then goes Fire. From there he becomes a Destro Warlock and finally ends at 80 as either Aff/Demo really gunning for you.
At least, I think that would be pretty cool, though I could see it getting repetitive if he keeps showing up. You could put some rng into the idea to see if he shows up, making it more likely that he will be where you are when he has 'fallen' near the end.
Lemons Sep 28th 2009 6:24AM
This is EXACTLY what happens in Pokemon. This guy named Gary is like your "rival" throughout the entire game, and he pretty much destroys you (his pokemon are much higher level) every time you meet him. He's always one step ahead of you, and It's only near the very end of the game that you'll even have a chance of defeating him.
I don't know how well something like that would translate into wow though. Because you don't really follow a linear path it would be kind of hard for him to have a reason to keep showing up. Unless he's just HUNTING you...but then he'd just seem like more of an annoying gankster than a rival.
Markluzz Sep 27th 2009 9:52PM
What about situations such as in Braveheart or such, William Wallace dies, good guys lose, but also won sense the Scotish won their independance, still if a protagonist always wins that leaves no suprise ending since you know how it will turn out, it can be fun if the villian wins a couple times, even if the same villian has to lose later. Sure it's hard or almost impossible to turn in game roleplaying into something like Braveheart story wise but however and sadly if you play a bad guy which i usually have the most fun playing since well your limitless on how to act, it is true they usually have the character that stands out the best at times, your most likely going to lose since most people cant take it to see us win.
Silversol Sep 27th 2009 10:19PM
In that entire sense, take the movie "seven". The bad guy dies, and wins because it was his plan. I don't role play, but that actually might be kinda fun, driving your RP friends to kill you.
rosencratz Sep 28th 2009 8:00AM
Or indeed the newer Batman movie(The Dark Knight) where the Joker does get caught in the end and even though he wasn't right about what would happen on the boats the good guys don't really win at all.
Hoggersbud Sep 28th 2009 12:29AM
Best Villain ever. Xanatos.
He isn't even out to conquer the world, yet you know he could. If he wanted to do so. But you know that wouldn't quite be enough fun for him.
poggg Sep 28th 2009 12:33AM
Disposable villains are, imo, a bad idea. They end up being generally shallow with little development due to their (Relatively) short lifespans. I find it better to either RP a villain who keeps coming back (completely plausible, given how very escapable death is), or something similar.
Though, personally, I think playing a "villain" isn't the best way to go about it - and obstacle to overcome is an antagonist, not a villain. Who says the "villain" has to be in the wrong? Can't they think they're right and, in some ways, BE right? Can't the antagonist be every bit the hero, in at least their eyes, as the "good guys"? That is one of the things that I value in a good story. A story told in shades of gray is more interesting than one in black and white. Of course, that's just my opinion.
I'm rambling!
Tempestra Sep 28th 2009 12:57AM
I'm wondering if you're going to cover this in the next column about "practical examples" on how to make a villain work, but one thing that bears mentioning is that players interested in bringing to life characters outside their faction should remember the various disguise items that abound in WoW.
Orb of Deception - a predetermined member of the opposite faction
Orb of the Sin'Dorei - Blood Elf
Dartol's Rod - Furbolg
Savory Deviate Delight - Human assassin or pirate
Noggenfogger Elixer - Skeleton (sometimes)
Iron Boot Flask - Iron Dwarf
Gordok Ogre Suit - Ogre
Time Lost Figurine - Arrakoa
Frenzyheart Brew - Wolvar
Pygmy Oil - Gnome with vodoo mask
Dire Brew - Dark Iron Dwarf
Some Caveats.
Your name won't change, so hopefully your fellow roleplayers don't play with name display enabled. If they target you, they'll still see your name, so a healthy suspension of disbelief is needed (hopefully you have that if you're roleplaying).
Most of the buffs only last 5 minutes, and are on a long (usually 30 minute cooldown). So you'll need to get the encounter over with quick before you literally break the illusion.
Most of these items are either rare drops or for higher levels (50+). Low level toons won't be able to use them.
You could also use these items to play "friendly" characters (at last, a way to play a High Elf in the Alliance!), but the greater use may come as playing as villain(s).
Some items change your sex. Taking enough stacks of the pygmy oil, for example, changes you from male to female or female to male. Add the orb of the Sin'Dorei or Dire Brew on top of that, and you can change your human male to a female blood elf or your female orc to a male Dark Iron dwarf.
Varied and creative uses of the various items is the real pay-off. You could play as 3 different assassins that attack the party at different times, an ogre enforcer, the right hand man blood/high elf, then the power-mad Arrokoa arch-villain all on the same toon. You're still limited by your class, but clever use of different talent builds and other items (helloooo Engineering) can keep things varied.
Enjoy!
Cetha Sep 28th 2009 2:04AM
thanks. you definitely raise interesting points to think about. I did think about the WC ones, and there are even those nelfs in crystal song that are some kind of druid, well at least they use moonfire. But there are certainly people, similar with paladins i would guess, that feel like the only way to achieve balance, or total connection to the light, is by completely eradicating the "other."
I was thinking along the lines of feeling like the major tauren druid population was not using its power to its full potential. With the power of the very moon and stars, think of what you could accomplish, think of how much power you could wield.