
I'm going to echo what a lot of folks have said here. It's a crap shoot, and it's work. It's a lot of work, and it can take an emotional toll on the player playing the 'bad guy' if they're not prepared for it because there will be miscommunications, and there will be times where players are on the defensive. The good news is there are few behaviors that can help. They certainly won't negate the potential for out-of-character drama, but they could minimize it.Â
Two things, and these are going to sound very contradictory, but bare with me.Â
Do not tell people OOC that the character is a 'bad guy' or a criminal, or up to no good. This is something that can be discussed with good friends for a laugh, or people that want to tell a larger story; players that are on your side, that can help you play a better villain if they're down for it. Your own personal hype-man, so to speak. Telling people you are not familiar with, immediately, up front, like that is going to color the way people treat the character right off the bat without them ever interacting with them. I don't think this can be helped under most circumstances. This is roleplay, show me, don't tell me, basically. Let the behavior of the character speak for the character. Criminals rarely ever announce "I am a criminal!" either, so that is something I'd avoid in-character too. The character will gain a reputation through actions and behavior, so be prepared for it. Even keep a list of players and their characters that you interact with in a villainous way. Take notes!Â
Whomever is playing the bad guy, however, does need to communicate with people. I recommend OOC contact with players at all stages, saying what you'd like the character to get up, ask what the other person if they're like to get involved, and what they are or aren't comfortable with, because this is basically setting up a scene for not only entertaining yourselves, but other people around you. If you both can't agree on how you want things to go, what the goal is, then walk away. Walk away from anything that doesn't make you, the player, feel comfortable. This allows both players to engage in behavior that is choreographed and controlled, but without the other players (and their characters) around you knowing. Super mysterious! This is good for general brawls and fights, too.Â
If for some reason a bunch of characters, or players, come up to you and are all up in your face about something, and you're very confused, send them a tell first. Ask them why they are doing what they are doing so you know what to expect. A roleplayer on the defensive is a very, very ugly thing, and frankly it sucks all the fun out of the roleplay if someone is feeling attacked, in-character, or out, and whether they think it is or isn't justified. There is no fourth wall because while we are all playing characters, there is a real person behind that character, and their leisure activity should not be a source of distress for them, whether they are playing a villain, or not.Â
Some players like torturing the shit out of their characters, others don't. The key is to just be up front about your intentions, what you want, and depending on the type of villain your'e playing (examples in others posts) be prepared to either adapt and evolve, or shelf the character for good.
Two things, and these are going to sound very contradictory, but bare with me.Â
Do not tell people OOC that the character is a 'bad guy' or a criminal, or up to no good. This is something that can be discussed with good friends for a laugh, or people that want to tell a larger story; players that are on your side, that can help you play a better villain if they're down for it. Your own personal hype-man, so to speak. Telling people you are not familiar with, immediately, up front, like that is going to color the way people treat the character right off the bat without them ever interacting with them. I don't think this can be helped under most circumstances. This is roleplay, show me, don't tell me, basically. Let the behavior of the character speak for the character. Criminals rarely ever announce "I am a criminal!" either, so that is something I'd avoid in-character too. The character will gain a reputation through actions and behavior, so be prepared for it. Even keep a list of players and their characters that you interact with in a villainous way. Take notes!Â
Whomever is playing the bad guy, however, does need to communicate with people. I recommend OOC contact with players at all stages, saying what you'd like the character to get up, ask what the other person if they're like to get involved, and what they are or aren't comfortable with, because this is basically setting up a scene for not only entertaining yourselves, but other people around you. If you both can't agree on how you want things to go, what the goal is, then walk away. Walk away from anything that doesn't make you, the player, feel comfortable. This allows both players to engage in behavior that is choreographed and controlled, but without the other players (and their characters) around you knowing. Super mysterious! This is good for general brawls and fights, too.Â
If for some reason a bunch of characters, or players, come up to you and are all up in your face about something, and you're very confused, send them a tell first. Ask them why they are doing what they are doing so you know what to expect. A roleplayer on the defensive is a very, very ugly thing, and frankly it sucks all the fun out of the roleplay if someone is feeling attacked, in-character, or out, and whether they think it is or isn't justified. There is no fourth wall because while we are all playing characters, there is a real person behind that character, and their leisure activity should not be a source of distress for them, whether they are playing a villain, or not.Â
Some players like torturing the shit out of their characters, others don't. The key is to just be up front about your intentions, what you want, and depending on the type of villain your'e playing (examples in others posts) be prepared to either adapt and evolve, or shelf the character for good.