
I love playing villainous characters. I love it when others play villainous characters, too. One of my friends from AION played one of the best villains I've ever seen in an mmo. He had one pretty simple rule he followed, which was in order to give the character shelf life, the character needs to believe that deep down, what they are doing is right. There is no muwahaha-ing from the evil laboratory, no kicking puppies or stealing candy from babies. No mustache-twirling. No brooding edge-lording off in a corner. I suppose anyone can do that, but it's just window-dressing at that point. For me, it is the sincerity in what that character believes, and a willingness to do things and get things done in a way that may appear to be selfish, cold, and calculating, even inhuman. Those methods may be cold and emotionless, but they may none the less be the most expedient measures to solving whatever problem that character is facing.Â
But, above all, I feel that if I am to play such a character, I must, at all times, without exception, talk to everyone whom I get involved with at any level. I must tell them what I am up to, and I must, must, must have their consent, managing the conflict as tightly as possible on an OOC level. I have seen roleplayers on the defensive, I have been on the defensive as well, when I've felt people have just neglected to get my consent or given me the simple courtesy of a conversation. It is an ugly, ugly thing. When I've talked with people, I've been able to give our audience a much better show, a better storytelling and roleplaying experience. Prepare for tit-for-that; winning some and losing some scenarios. My priority is first and foremost, to those viewing the scene, should there be other folks around.Â
I also think that these characters do have a limited shelf life, regardless of how well they are played, handled and managed. The villain or antagonist in any story is generally an obstacle to be defeated. However, roleplay is unique in that it deviates from a typical story-telling structure, where the concept on Sonder comes into play. When I play a villainous character, I want that character to eventually be shaped into something new, as the fall and redemption are tropes of which I am particularly fond. Not everyone is into that, but I'm pretty sure if my character is not challenged, if that character is not changing, my character is probably dying.
But, above all, I feel that if I am to play such a character, I must, at all times, without exception, talk to everyone whom I get involved with at any level. I must tell them what I am up to, and I must, must, must have their consent, managing the conflict as tightly as possible on an OOC level. I have seen roleplayers on the defensive, I have been on the defensive as well, when I've felt people have just neglected to get my consent or given me the simple courtesy of a conversation. It is an ugly, ugly thing. When I've talked with people, I've been able to give our audience a much better show, a better storytelling and roleplaying experience. Prepare for tit-for-that; winning some and losing some scenarios. My priority is first and foremost, to those viewing the scene, should there be other folks around.Â
I also think that these characters do have a limited shelf life, regardless of how well they are played, handled and managed. The villain or antagonist in any story is generally an obstacle to be defeated. However, roleplay is unique in that it deviates from a typical story-telling structure, where the concept on Sonder comes into play. When I play a villainous character, I want that character to eventually be shaped into something new, as the fall and redemption are tropes of which I am particularly fond. Not everyone is into that, but I'm pretty sure if my character is not challenged, if that character is not changing, my character is probably dying.