technoir: (Default)
([personal profile] technoir Feb. 11th, 2007 09:35 pm)
I have noticed in my game running I very rarely have any clearcut easy to peg evil people. Everyone exist in a spectrum of experience experience and traits that lead to who they become. When I run a game I let that view of people effect how i tend to run npc's. Now matter how despicable they have reasons for the things they do and rarely is it for evil's sake.

From: [identity profile] pipistrella.livejournal.com


Of course. It's still better to weight your story towards realistic villains. A villain can also be understandable without being sympathetic. His motives don't have to be good; it's just nice if they reach beyond, "Kill lots of kittens and take over the world."

Then for maybe every tenth villain, throw in some pure evil.

From: [identity profile] technoir.livejournal.com


Collect 10 villain and get a guilt free bad guy free!!

I can see the ads now.

From: [identity profile] shieldhaven.livejournal.com


Doesn't that violate Rule #4: No Leaving Body Parts Of Your Enemies Lying Around the House?

From: [identity profile] technoir.livejournal.com


Not if you have to mail them in for redeeming and getting your "guilt free villain"tm.
.

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