The weekly newsletter for Fed2 by ibgames

EARTHDATE: June 11, 2006

Official News - page 6

STAR CHAMBER

by Freya

Part 2 - What An Arch Villain Is:

1. A person with a philosophy - I suppose there's an argument about whether or not a villain is a villain if they eat babies for breakfast, but a character who does that is only a generic villain without the real fear-inspiring bits. They're bad, as in they need a spanking bad, not arch villain bad. The real villain may have this behaviour, but it is unnecessary because the key to the sheer scariness of a villain isn't their habits (especially if those habits are exercised only in private or in places where people are unaware of them). The players of villains consider habits icing on the cake and get down to real evil by explaining the mentality behind those habits and sticking with it in everything they do. They've got a point of view, and that point of view is what makes them capable of doing the outrageous without fear, disgust, or remorse.

2. Aware of the system - If you look at the historic arch villains of Fed, most of them were Council members (on very early Feds) or Dukes or an Empress. They're in-your-face doing things other people think are awful and getting away with it time after time after time. They know how the system operates and no matter what they do, they don't step wrong. In almost all cases, they have even integrated themselves INTO the system and use it to their own advantage by enforcing it, making it more draconian and a rock-steady base for their operations.

3. Manipulative and selfish - Villains plan what they're going to say and do. They have a feel for where they are going and try to figure out what the next step is towards their goal. They avoid getting into the typical rut of boredom. Their mental conversations aren't as simple as "I'm a baddie. Let's see, I ate a baby this morning, took a leak on Crypto's ship, helped a newbod find the secret insurance office behind the sun... hmm, what's left for the day?" In fact, most villains probably never even consider if they're good or bad. Instead, villains are ultimately selfish, and rather than thinking about desires in terms of personal characteristics, they think of things in terms of "does this action benefit MY goal?" If their goal is filled, it's good, otherwise it's bad. Morality to them is entirely developed around the concept of their own desires.

4. Sure that they are right - An arch villain believes, no matter what, that they are in the right, and their philosophy is sound. They have faith in their own morality. They do not act against their own nature nor do they attempt to play into the role of a villain because they want to be bad. Instead, they go about their business with confidence in both their aims and their methods.

5. Convincing - Remember how villains are never alone? In order to gain supporters or even just to make sure everyone has a reason to support them when the time comes. Thus villains slowly gather people on-board and come to an understanding with them. If they cannot make friends directly, they'll get their hooks into someone by making sure the friends of their target are on their side.

6. A planner - Villains think of the way people will react, what they're going to face, or the possible outcomes of a problem before it occurs and make sure they've got a viable solution on-hand. When no one knows what to do, they'll generally follow the easiest path that sounds good and is put before them, and villains make the most of it (with a bit of help from skill #5 on this list.) Villains take the time to foresee events and be prepared.


Next week: Part 3 - Tips and Tricks for creating a "Real" Arch Villain personna.


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