Villainous arcs more difficult to avoid railroading Player?


anachrodragon

 

Posted

I'm playing around with an idea for an arc, and it happens to be the first villainous arc I've started to write. I'm aware of the feeling that villains shouldn't be lackeys that's held by a lot of Players, so i was thinking about ways to make tge villainous player pro-active in the arc rathrr than just responding to a contacts 'hey, you- do X for me, will you?'

All the ways i've thoight of so far (the contact is the player's journal or computer setting out his self-originated plan, or a minion of the Player reporting on an opportunity, or a victim blacmailed or pressured into giving info on sth etc) seems to make more assumptions about the PC than happens with heroic arcs where the contact could be asking any old hero for help.

Do i have to assume that villains have minions, or are the type that uses a computer, or what?

Any thoughts?

Eco


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Originally Posted by Samuel_Tow View Post
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Posted

I'd say that the contact for villain players of your arc should be something of a fan. You know, somene who has seen this villain rob a bank, perform a kidnapping, or even read them up in the paper and just developed an obssession of helping them. Alternatively, you could use something like a Longbow agent gone rogue and is now only interested in bringing the Corps down, and passes on vital information about Longbow's infrastructure to the player.

Just shooting out a few ideas there.


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Posted

I have two villainous arcs. The first one presumes some naivety on the part of the player character villain, which I know is considered a mortal sin by some of the folks on the forums. But since the whole thing is a tongue-in-cheek, not serious, gratuitous gross out arc, I'm just going to say "tough". I think it accomplishes what it's intended to do and provides some fun along the way.

The other one is motivated mostly from flattery from the contact, the Facemaker in this case. I think flattery is pretty easy to go with, because it should apply pretty universally. Everyone likes to be told they look stunning, or they really rock. This can apply to heroes and villains in fact.

The other typical one for villains is the old greed motivation. I don't think it's too much of a stretch to assume most villains might want to take advantage of an easy money situation. Of course things never turn out to be as easy as you expect, do they? You could do something like make the contact "Guy With Expensive Watch". He could respond to your character as if your character were intending to rob him.


 

Posted

Yes, that is the inherent problem with villainous arcs. You have to make some assumptions about the player's character. Different villains have different goals; one might want to take over the world, while another might think that's too much work, and just want to amass as much wealth as possible.

If your description gives some indication of what the player character is trying to accomplish in the arc, I think that would be enough for most players to decide if the arc is suitable for their villain.

The assumption that villains use computers is a pretty safe one to make, since we're constantly stealing stuff off other people's computers. As for using a minion as a contact, you could use a general suck-up, someone who is afraid of you, or someone who wants to be your minion and is trying to prove his usefulness. Then leave it up to the player what they do with the contact once the arc is over.


Eva Destruction AR/Fire/Munitions Blaster
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Posted

Quote:
Originally Posted by MrCaptainMan_NA View Post
I'm playing around with an idea for an arc, and it happens to be the first villainous arc I've started to write. I'm aware of the feeling that villains shouldn't be lackeys that's held by a lot of Players, so i was thinking about ways to make tge villainous player pro-active in the arc rathrr than just responding to a contacts 'hey, you- do X for me, will you?'
I believe a lot of the rancor stems from how the PCs are treated by the contacts. There's a fair few that, let's face it, wouldn't get away with their attitude were the players free to *ahem* respond appropriately, so... it comes off feeling like godmoding: "Nyah, nyah, you can't hurt me, I'm an NPC, nyah nyah."

If the contact simply treats the PC with a modicum of respect and recognition, or even as a partner in crime rather than as a tool-- er... instrument... I think much of the problem is eliminated right there.

I will say though, after having played a couple of arcs where there really is no contact (it's your own desk, computer, or whatever), I've come to appreciate, from an immersive perspective, the more personal feel of that.


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Posted

If you can come up with an interesting and unique take on framing the mission for villains that would very cool.

Most missions are in the second the second person (where "you" do what the contact says).

I've seen a couple of "journal" arcs written in the first person and it's an interesting change of pace.

I've even seen one that's in the third person, describing the actions of the character as if it were a story about your character. The one I remember was like a Norse saga.


 

Posted

<QR>

I'm working on my first MA arc (still). It's a villainous arc.

I'm still playing around with the text but, the way I have it set up, the contact is merely an overseer. He doesn't even tell you where to go or what to do but he comments about your actions. The story, for the most part, is told in the clues presented in a way that your character is unveiling this stuff himself and thinking how to approach the situation. You can also not read the clues and charge the missions like a ravenous animal and the other text implies that option.

How does that sound to anyone? We're still on rails with the story here, so it's just an approach I'm trying.

...and yes, I need the contact to be a person overseeing it and not an inanimate object. It's part of the theme of the arc.


 

Posted

You're on the rails regardless. The very nature of the contact system guarantees that. Arcs that have your character figure things out from clues rather than have an omniscient contact tell you where to go are a Good Thing IMO.

But as Hydrophidian pointed out, it's all about attitude. The difference between the Hardcases and the Vernon Von Gruns of the world is immense.


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Posted

Quote:
Originally Posted by Leo_G View Post
How does that sound to anyone?
Interesting enough that I'll play it when you're finished.


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Posted

Quote:
Originally Posted by Leo_G View Post
<QR>

I'm working on my first MA arc (still). It's a villainous arc.

I'm still playing around with the text but, the way I have it set up, the contact is merely an overseer. He doesn't even tell you where to go or what to do but he comments about your actions. The story, for the most part, is told in the clues presented in a way that your character is unveiling this stuff himself and thinking how to approach the situation.
I have an arc that is rather like that, but it's not possible to "not tell you where to go," because the missions must be presented in linear order. He may not actually tell you, but your single option is to go where the story leads you.

I tried to get around that with an arc I wrote (Murder in Triplicate). It's a murder mystery, where you get lots of clues. The contact doesn't know who the perpetrator is and doesn't tell you. You just have the clues to work from (and there are lots of them).

I wanted to make it so that your decisions actually decide whether the missions fails or succeeds. I did this by having a time-limited final mission, and setting up four suspects on an open map. If you pick the right suspect first you should have enough time. If you pick the wrong suspects you're in for a tough fight and probably will run out of time.


 

Posted

Quote:
Originally Posted by MrCaptainMan_NA View Post
All the ways i've thoight of so far (the contact is the player's journal or computer setting out his self-originated plan, or a minion of the Player reporting on an opportunity, or a victim blacmailed or pressured into giving info on sth etc) seems to make more assumptions about the PC than happens with heroic arcs where the contact could be asking any old hero for help.
A contact communicating via the computer,... sounds a bit like DC's Calculator.
Quote:
The Calculator made intermittent appearances in DC titles over the years, such as Blue Beetle. In the 2004 miniseries Identity Crisis, he was revamped as a non-costumed villainous analogue to Oracle; a source of information for supervillains planning heists, offering suggestions of weaponry, assisting with logistics, etc. — but charging $1,000 per question, unlike Oracle, who works pro bono.


 

Posted

Quote:
Interesting enough that I'll play it when you're finished.
Don't expect much, that way you won't be disappointed with the finished product

Quote:
Originally Posted by Rodion View Post
I have an arc that is rather like that, but it's not possible to "not tell you where to go," because the missions must be presented in linear order. He may not actually tell you, but your single option is to go where the story leads you.

I tried to get around that with an arc I wrote (Murder in Triplicate). It's a murder mystery, where you get lots of clues. The contact doesn't know who the perpetrator is and doesn't tell you. You just have the clues to work from (and there are lots of them).

I wanted to make it so that your decisions actually decide whether the missions fails or succeeds. I did this by having a time-limited final mission, and setting up four suspects on an open map. If you pick the right suspect first you should have enough time. If you pick the wrong suspects you're in for a tough fight and probably will run out of time.
That's an interesting use of MA. Kind of makes me wish there were more ways to fail a mission, like clicking on a certain object or not performing mission objectives in the right sequence.

I do think it's possible for the 'contact' not to tell you were to go. Or I hope I can pull it off. In my arc, you approach him basically asking something of him. He essentially says "Okay, but do something that shows me how awesome/smart/villainous/ferocious you are" then you go looking for such a feat. I guess you can say the contact told you to go do something but he doesn't know what you're going to do or need to accomplish. Technically, someone posts a request and you take it...and then do the opposite of what was asked.


 

Posted

There are ways to fail a mission, but they rely on bugs that will (hopefully) get fixed.

Timed missions will auto-fail when a captive reaches the door. So making the "wrong" answer a captive is one way to go about doing it, for now, as long as the captive is obvious and easily avoidable by a character without stealth.

The most interesting "choose your own ending" I have ever seen is in an arc called "The Beating Heart of Astoria." The player has complete control over whether to succeed or fail.

I have also seen the "wrong answer spawns massive ambush" tactic used in an arc based on riddles. The problem with using this, is that the wrong answer ambush would have to be EXTREME (as in, probably multiple Elite Boss with the settings cranked up extreme) or some Scrapper will go in, outrun the ambush, or if the timer is long enough deliberately trigger it for bonus xp and tickets. The arc I played handled it by exemping the player to level 10 or so, which was solved the "outrun or defeat the ambush" problem but introduced an additional problem of having to search a large outdoor map in a short timeframe with no travel power, except the very slow raptor pack, and not everyone has one of those.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

My villainous arc "Standing Within the Mists" relies on a contact who is obviously working for you on a somewhat freelance basis. Your "acceptance" dialogues are you telling her what to do next ('Go check out this location') and when you return, she reports back on what she found. Her dialogue contains your own plot line ("So, I guess you're going to do this now, huh?") plus some additional pop-up notes as required to keep you in your own loop.

Obviously, this still railroads the character since I'm putting words in your mouth but I've gotten a lot of positive feedback on the contact. I guess it's different enough that it beats being told "Go do this, maggot."


 

Posted

Quote:
Originally Posted by MrCaptainMan_NA View Post
Any thoughts?Eco
Your questions prompted me to write an arc that had been bouncing around in my head in a style that assumes nothing about the character's motivations and offers the player no stage directions. The actions merely happen as we watch.

Check out Arc ID: 300114, "The Coming of the Morlocks."


 

Posted

Quote:
Originally Posted by EvaDestruction View Post
You're on the rails regardless. The very nature of the contact system guarantees that. Arcs that have your character figure things out from clues rather than have an omniscient contact tell you where to go are a Good Thing IMO.

But as Hydrophidian pointed out, it's all about attitude. The difference between the Hardcases and the Vernon Von Gruns of the world is immense.
I just finished my first published arc, and it villainous. I used my lvl 47 MM to make it, and test it. Knowing her backstory I tried to make the contact speak accordingly. After all, Iron Maid is supposed to be a powerful, dangerous villainess. Not someone you want to trifle with.

So I created a contact that is something like the Watcher from Marvel Comics. (No he's not a godlike being ripoff of the Watcher, he's more of a mysterious being that interferes in the affairs of mortal beings...though he is in fact, mortal himself). I find that it makes him open to future arcs for heroes too. Its all in the writing. My contact is nominally a villain, but I can work his dialogue to make him appear impartial. I don't know if this will work for the OP its just an idea I've had and wanted to share.