Re: Over 9000 things I am no longer permitted to do in an RPG
In reply to Jordan Task (msg # 2421):
In accordance with Criminals, Crimes, and Cruelty, Possible motivations for a villain include:
Corruption
This sinister, often horrific villain works to debase all that is good in humanity. His or her methods are customarily subtle and insidious. A single defeat does not spell the end of this villain's threat. Such villains may not necessarily be very powerful, but are truly as evil as they come.
Evading Capture
The bad guy has already seen Ryker's Island or Stronghold and has no desire to visit again. This motive is usually transitory, lasting for an adventure or two until the bad guy reestablishes a headquarters and begins plotting afresh.
Ideology
This catch-all category describes villains who do bad things for reasons of personal belief, derangement, or just pure nastiness. The belief can be a twisted version of an accepted ideology, such as Nuke's super-patriotism. Or the belief can be straightforward hostility to human beings' continued existence. This category also includes those under the authority of higher agencies that support a specific ideology. For example, the SLJ is nominally controlled by the US Government, and the Red Doom usually follow the Kremlin's orders. Note that super-powered villains are independent types who seldom follow orders without question.
An ideological or crazy villain works best in one of two ways:
1. A horrific expression of man's darker side. The villain throws away all notions of civilized conduct and the brotherhood of man because of a narrow, distorted doctrine. Play the fanatic carefully; keep him or her scary, not just contemptible.
2. A total bozo. Some of these guys can be funny, in a twisted way. In a humorous adventure, you stress the bad guy's distance from reality, instead of his or her potential threat. Don't let the bad guy kill anybody, or the adventure suddenly turns grim.
Mischief
Life is boring! Time to pep it up a little. And those PC heroes-they're such stiff-necked popinjays. Maybe they should have their lives stirred up a little, or a lot ... just for laughs.
Power
These villains all want to conquer the world, the universe, or at least a part of New York City. In general they have the power to reach their goals, and a single-minded drive that motivates them to remove potential obstacles to conquest. Such as the PCs.
Pride
The villain with this motivation thinks he or she is the best in the world at a chosen pursuit. Anyone in the PC group who shows ability of the same kind becomes vulnerable to this villain's challenge.
Scouting for Invasion
This bad guy is just the point man (or point thing) for a whole lot of similar bad guys. They all want New York, or America, or Earth, but they want to see how tough the opposition is. When the PCs fight an invasion scout, they must defeat the villain decisively, or the invasion force will just send in another scout later.
Self Preservation
Some villains do what they do just to survive. This sometimes, though not always, lends them a tragic air-that usually depends on how much the bad guy enjoys his or her work. Remorseful villains can arouse heroes' compassion even as the two sides square off. Frequently the general public is unaware of, or not sympathetic to, the villain's self-preservation motive. This can mean that, once the immediate threat is defused, the heroes end up protecting the villain from an enraged mob.
Suicide
This extremely offbeat motive makes for a tragic, downbeat adventure. For some reason the villain is unable to die. Tormented by existence and longing for release, this villain dupes the heroes into attacking, in the hope that they can marshal enough force to kill him or her.
Vengeance
The all-purpose villain motive. Every bad guy the heroes have ever fought . . . enemies of NPC heroes that have turned to fighting the PCs as a kind of dress rehearsal for their revenge on their NPC nemeses ... figures from the forgotten past, attacking friends of the PCs for some barely remembered offense. All of these long-held grudges are typical of the villain mentality. Anyone who gains power and decides to throw it around becomes bitter and vengeful when that power is foiled.
Wealth
Almost as much an all-purpose villain motive as vengeance (above), this indicates that the bad guy is just greedy for money, treasures, equipment, Van Gogh paintings, or what ever the villain views as necessary for the good life.
It should be clear that The Lulz is a perfectly acceptable villainous motive, and it can be made the entire motivation without worry. Unless, of course, you abuse the freedom so bad the GM takes it from you, which is exactly what this thread is about.