
Playing a villain makes for an interesting duality. If you're a subtle villain, and you keep everything close to the vest, you can manipulate your way for a long time without drawing any real ire for it. However, as soon as you give The Speech and you unmask so to speak, you have a lot of sacrifices on the table.
First, you lose access to RP hubs. You can't go out in public as a famous criminal, because you're going to constantly be assaulted by hero types. Second, you lose access to events, because the same reasons. Third, you're only really able to RP when showing up to do villain stuff.
It's also up for debate whether the villain has to lose in the end, but most people are going to expect you to. Playing a criminal mastermind only works when no one knows you're doing it, which might as well mean you're not doing it at all for all it impacts the RP.
Villain roleplay: Challenging, often unrewarding, mostly stressful, but when pulled off well, it's magical.
Note: Referring to villain PCs. Villain NPCs have a much easier time, mostly because they have no trouble existing off-screen.
First, you lose access to RP hubs. You can't go out in public as a famous criminal, because you're going to constantly be assaulted by hero types. Second, you lose access to events, because the same reasons. Third, you're only really able to RP when showing up to do villain stuff.
It's also up for debate whether the villain has to lose in the end, but most people are going to expect you to. Playing a criminal mastermind only works when no one knows you're doing it, which might as well mean you're not doing it at all for all it impacts the RP.
Villain roleplay: Challenging, often unrewarding, mostly stressful, but when pulled off well, it's magical.
Note: Referring to villain PCs. Villain NPCs have a much easier time, mostly because they have no trouble existing off-screen.