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Thursday, February 12, 2015

Vulnerable Villainy

We were running a long form the other day where one player realized he'd been endowed as the villain, so he went full douche-mode. Earlier, I'd told him to fully commit to whatever position he was placed at in the story. So if he was a hero he'd be brave and if he was a villain he'd be horrible. He followed my note as it was given, and he executed with precision.

He and I spoke after the rehearsal and we both agreed that while his character was infuriating, there was definitely something missing from him. It was hard to think of a form of comeuppance for his villain, part of what made him so frustrating was that he was invincible. I wanted him to be like a putty from power rangers, with a little button on his chest for me to strike when I was done doing cool martial arts flourishes. That kind of vulnerability is an option, but is it actually a good option most of the time? How does he stop himself from being impervious to harm and create an interesting, fun character?



The answer, I've realized, is to begin with a feeling. The answer to why a villain behaves the way they do should begin with how they feel about the characters that they are antagonizing. Feel first, and ask questions later.

The improviser in my group played with detached emotion, he never had a revealing moment and he never made any excuses for his awful behavior. He didn't even seem to enjoy his awful behavior. He was clearly the bad guy, but we knew nothing about him and never got to learn anything. Because we knew nothing about him or his feelings, we had no idea how to deal with him.

Here's me starting with a feeling:

My character despises those guys. Why? Because he is above them. In what way? He's risen in station while they have remained the same. How did he rise? Hard work, clever wit, and betrayal. What does he want? To prove he is better, that anybody would backstab anybody else if the reward was right and the opportunity presented itself.

If a character feels an emotion powerfully enough, everybody immediately starts to wonder why he feels that way. They wonder what happened, but most importantly they know that something happened to make this character feel this way. Not only does that all-consuming feeling answer questions about the bad-guy, it fills in empty spots in the good guys' characters as well.

Perhaps most importantly, if we are able to get some of these feelings out of the antagonist we are able to resolve the story and overcome them. We can dole out poetic justice or give them a chance at redemption. We can even let them win if we know what their conditions for victory and defeat are. None of that is possible without the villain having feelings and acting on them.

Basically, if you want to create something powerful and human: begin with a feeling.

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