A lot of people have anxiety about playing villains. I think that recent discussion has made me realize that such characters are a delicate matter.
If it's a character designed to fulfill the role of antagonist within a story arc, I can see the use in making them NPCs. That is generally the approach I take. If the character is meant to be morally ambiguous and resemble a PC, I think that perhaps not specifically defining them as a villain in your own mind can help. "A crafty hero and crafty villain differ in but a word." I think it makes sense to simply juxtapose the PC's goals opposite others in a story line, and other players will organically come to see them as an adversary for their own characters. There was never a specific intent to make the character a villain, but you did make their goals adversarial, and so they maintain the behavior and overall feel that makes a PC engaging for you personally to play, while at the same time fulfilling the role you intended them to in a greater overarching narrative. There was a slot for a villain open and your PC naturally gravitated there flexibly as part of your plans. That is just my idea. Perhaps if there is fear that the character won't be received well, lure others in with likability and gradually develop them into a foe.
Aggressively anti-social villains that cannot function within the day to day environment PCs occupy naturally may not always be easy to play in a casual, impromptu RP encounter because of the massive conflict they heap upon anyone who approaches them. That is why such villains in my RP are exclusively NPCs.
That being said, anxieties. Spoilered for length. I get the feeling this is too telling, but to hell with it.
If it's a character designed to fulfill the role of antagonist within a story arc, I can see the use in making them NPCs. That is generally the approach I take. If the character is meant to be morally ambiguous and resemble a PC, I think that perhaps not specifically defining them as a villain in your own mind can help. "A crafty hero and crafty villain differ in but a word." I think it makes sense to simply juxtapose the PC's goals opposite others in a story line, and other players will organically come to see them as an adversary for their own characters. There was never a specific intent to make the character a villain, but you did make their goals adversarial, and so they maintain the behavior and overall feel that makes a PC engaging for you personally to play, while at the same time fulfilling the role you intended them to in a greater overarching narrative. There was a slot for a villain open and your PC naturally gravitated there flexibly as part of your plans. That is just my idea. Perhaps if there is fear that the character won't be received well, lure others in with likability and gradually develop them into a foe.
Aggressively anti-social villains that cannot function within the day to day environment PCs occupy naturally may not always be easy to play in a casual, impromptu RP encounter because of the massive conflict they heap upon anyone who approaches them. That is why such villains in my RP are exclusively NPCs.
That being said, anxieties. Spoilered for length. I get the feeling this is too telling, but to hell with it.
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AV by Kura-Ou
Wiki (Last updated 01/16)
My Balmung profile.
AV by Kura-Ou
Wiki (Last updated 01/16)
My Balmung profile.