But what if we look at the other side of the proverbial coin? What about playing the villain?
This is not a new idea. In 1971, author John Gardner used one of the primary villains of the Beowulf saga as the protagonist of his own novel, reframing the story so that it was no longer a simple clear-cut case of a hero fighting against evil. A few years ago, Disney reworked their Sleeping Beauty film to tell the story from the point of view of the villain, whom they transformed from a malevolent being into a redeemable character motivated by revenge. Alan Moore's comic Watchmen was a deep look at the nature of the 'good vs evil' trope to examine the real world version of the phenomenon. Anne Rice's Vampire Chronicles recasts the monsters of folklore into dynamic characters with motivations and goals of their own, not always driven purely out of malice. This concept was further explored in the first of the World of Darkness games: Vampire: The Masquerade, as well as most of the follow-up games. Then, in an additional twist, the antagonists of the primary character groups in those games were expanded as well, to give players the option to play characters who were seen as monsters by the monsters. For example, in Vampire, where the monsters become the protagonists, the Player's Guide to the Sabbat allowed players to take on the role of the antagonists (the hedonistic, often malevolent counter-sect to the 'good guy' sect of the Camarilla). This trend continued in Wraith: The Oblivion with the Spectres sourcebook, and in Changeling: The Dreaming with The Autumn People and The Shadow Court (examining two different version of 'the enemies' of the fae).
Even in the most basic of all roleplaying games, it is possible to play evil characters. Dungeons and Dragons allows players to choose one of three 'evil' alignments (Lawful Evil: those who hold 'demonic' agendas, but maintain respect for honour, reliability, and accept tradition and systems of authority; Chaotic Evil: those who not only have 'evil' goals but actively rebel against normal systems of societal interactions; and Neutral Evil: those who work towards 'evil' goals but do not feel compelled to either follow nor rebel against authority and social customs.
This concept of playing the 'villains' is parodied (or perhaps merely highlighted) in many works. The Order of the Stick #497 includes an evil adventuring party using the Plane Shift spell to enter and attack spirits in the Lawful Good afterlife. Earlier, in strip #194, they had the story's antagonists (who are very clearly of an Evil alignment) fighting off a series of Good-aligned monsters in a castle, inverting the usual trope of heroes wandering down corridors fighting Evil-aligned monsters.
The point is, this is neither new nor uncommon.
Now, of course, there are some stories (and, resultantly, some games) in which the concept of 'good vs evil' is eschewed for a more real-world paradigm, in which every person is the hero of his own story. This maps very well to the aforementioned Watchmen comic (less so to the film), as well as the original X-Men films (especially the first one, from 2000) in which Magneto and the other members of the Brotherhood of Mutants are, though unquestionably the antagonists of the story, working for a goal that is at least somewhat altruistic. By most normal definitions, this precludes the characters from being described as 'evil.' This situation is grounded in the reality of the comics on which the films were based; in the original Marvel Super Heroes Secret Wars, when the Beyonder brings various superheroes and supervillains together to explore the concept of 'good vs evil,' he has no concept of what the comics normally treat as 'good' or 'evil,' and so must devise his own criteria. He settles on the definitions of 'fights for him/herself' for evil and 'fights for others' as good. Using these criteria, he places Magneto in the 'good' camp, because Magneto doesn't fight for himself, but for the protection of all mutants. This led to the character being considered one of the universe's superheroes for a while (even joining the X-Men for a time).
But regardless, there is certainly a justification for playing one of the 'bad guys.' To paraphrase the character of Lenny Nero from Strange Days, '...everyone needs to take a walk to the dark end of the street sometimes. It's what we are. Now, the risks are out of line. ...So you [write up a character and roll some dice], get what you need, almost as good as the real thing, and a lot safer.'
That's one of the things that is so enjoyable about RPGs. You get to be someone else for a while. Every now and then, it can be cathartic to slip into the persona of a villain and indulge your darker impulses. And for that, it can be fun on occasion to play the 'bad guys.'
Next week, we'll look at this topic a little more. In the meantime, go forth, play some games, and don't forget to
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