Pissing off your players
Lets talk about how to make your players really mad.
WHAT? Why would we want to do this?
Because a good story - even one told in an RPG - is all about emotional engagement. If you do your job well, players will want to laugh, cry and rage right along with their characters. It is these emotional reactions that will make for the stories you will tell around the geek campfires for years to come.
Anger is one of the easier emotions to trigger in your players, and some GMs do it by accident. You'll be running your game, everything is going smoothly, but then quite randomly a description you use or a line of dialogue you throw in will seem to fire your players up. All of the sudden, they can't WAIT to roll that critical hit right into your NPC's kisser. They hate him. You've successfully pissed them off.
That is a very good thing. If you do something to make your players really hate an NPC (or generate any sort of feeling towards and NPC,) seize on it. Empathize it. Do it again. Then, when they finally face off with your villain, the sense of triumph they get on defeating him will be something real. A secondary emotional reaction building on the first.
So how do we do it? What makes for a villain that players love to hate? It depends on your group, but here are some ideas:
Cheating
Nobody likes a cheater. Villains who take advantage of opportunities to deny PCs a chance at a fair fight will nearly always earn their enmity. For instance, you might set up an early encounter with the villain in a dungeon room. Only when the players charge, the floor is an illusion and the villain retreats once the players fall in the pit to face a death trap of some kind. A more urban example would be a villain who frames the PCs for a crime, making their lives much more difficult.
Deviants
Make your villain a deviant of some kind and watch your players line up to relieve him of some of his extra hit points. Fantasy is a surprisingly conservative genre when you think about it, and those who shun typical standards of morality are sure to make your players eager to straighten them out. A particularly good one is a sexual deviant. A villain who molests children, or one who enjoys forcing slaves into orgies with unnatural creatures is one your players will know is evil. Taste must be exercised, of course, but a good tale from a sympathetic character about the horrors undertaken for a villains pleasure is usually more than enough.
"My lord... the baron asked us to do... things. Terrible things... one of the slaves would bring him... pleasure, while the rest of us were left in the pit with the ogre. The ogre would... would... only two of the women survived my lord. Two of six. I... always wanted a child... but now... now..."
COME ON, you know you want to roll a character right now just to go beat that deviant down. It's a great tool.
One thing I'd avoid though is "deviancy" that is actually insensitive sermonizing. For instance, just making a character homosexual isn't really deviancy. That might of worked in the 40s, but now it's just insensitive to cast being gay as equivalent to being immoral. A good GM isn't a racist, sexist or jerk. He just tells a good story.
Murderers
Killing off an NPC is sometimes an effective way to make your players hate a villain, but it can backfire if not done well. If your players think you are setting them up by making them care about a character, they will cease forming emotional bonds with your NPCs and that is no good. The trick here to to create a game wherein the players have many emotional ties to many NPCs. Then you can kill one off occasionally and they will pursue the villain responsible. However if you ONLY give them an NPC to care about when you want to manipulate them into heading to the next plot point, it will blow up in your face.
Spank the Babies
No one likes anyone who victimizes children or innocents. A dragon who demands a human sacrifice is an okay villain. One who demands a virgin sacrifice is better. One who demands a child be sacrificed is just asking to get a lance shoved through his evil heart. Again, taste is important, remember many of your players may actually have children. This is part of what makes this strategy work so well, but it can also make the whole thing backfire if you go too far. If you are nervous about this strategy, allow the players a chance to save the child. They will take that bait almost every time, especially if you portray a desperate parent's plea well.
The bottom line is a good villain is one that the players themselves love to hate, not just their characters. If you find your story needs some added tension, don't be afraid to make the bad guy badder.
Lets talk about how to make your players really mad.
WHAT? Why would we want to do this?
Because a good story - even one told in an RPG - is all about emotional engagement. If you do your job well, players will want to laugh, cry and rage right along with their characters. It is these emotional reactions that will make for the stories you will tell around the geek campfires for years to come.
Anger is one of the easier emotions to trigger in your players, and some GMs do it by accident. You'll be running your game, everything is going smoothly, but then quite randomly a description you use or a line of dialogue you throw in will seem to fire your players up. All of the sudden, they can't WAIT to roll that critical hit right into your NPC's kisser. They hate him. You've successfully pissed them off.
That is a very good thing. If you do something to make your players really hate an NPC (or generate any sort of feeling towards and NPC,) seize on it. Empathize it. Do it again. Then, when they finally face off with your villain, the sense of triumph they get on defeating him will be something real. A secondary emotional reaction building on the first.
So how do we do it? What makes for a villain that players love to hate? It depends on your group, but here are some ideas:
Cheating
Nobody likes a cheater. Villains who take advantage of opportunities to deny PCs a chance at a fair fight will nearly always earn their enmity. For instance, you might set up an early encounter with the villain in a dungeon room. Only when the players charge, the floor is an illusion and the villain retreats once the players fall in the pit to face a death trap of some kind. A more urban example would be a villain who frames the PCs for a crime, making their lives much more difficult.
Deviants
Make your villain a deviant of some kind and watch your players line up to relieve him of some of his extra hit points. Fantasy is a surprisingly conservative genre when you think about it, and those who shun typical standards of morality are sure to make your players eager to straighten them out. A particularly good one is a sexual deviant. A villain who molests children, or one who enjoys forcing slaves into orgies with unnatural creatures is one your players will know is evil. Taste must be exercised, of course, but a good tale from a sympathetic character about the horrors undertaken for a villains pleasure is usually more than enough.
"My lord... the baron asked us to do... things. Terrible things... one of the slaves would bring him... pleasure, while the rest of us were left in the pit with the ogre. The ogre would... would... only two of the women survived my lord. Two of six. I... always wanted a child... but now... now..."
COME ON, you know you want to roll a character right now just to go beat that deviant down. It's a great tool.
One thing I'd avoid though is "deviancy" that is actually insensitive sermonizing. For instance, just making a character homosexual isn't really deviancy. That might of worked in the 40s, but now it's just insensitive to cast being gay as equivalent to being immoral. A good GM isn't a racist, sexist or jerk. He just tells a good story.
Murderers
Killing off an NPC is sometimes an effective way to make your players hate a villain, but it can backfire if not done well. If your players think you are setting them up by making them care about a character, they will cease forming emotional bonds with your NPCs and that is no good. The trick here to to create a game wherein the players have many emotional ties to many NPCs. Then you can kill one off occasionally and they will pursue the villain responsible. However if you ONLY give them an NPC to care about when you want to manipulate them into heading to the next plot point, it will blow up in your face.
Spank the Babies
No one likes anyone who victimizes children or innocents. A dragon who demands a human sacrifice is an okay villain. One who demands a virgin sacrifice is better. One who demands a child be sacrificed is just asking to get a lance shoved through his evil heart. Again, taste is important, remember many of your players may actually have children. This is part of what makes this strategy work so well, but it can also make the whole thing backfire if you go too far. If you are nervous about this strategy, allow the players a chance to save the child. They will take that bait almost every time, especially if you portray a desperate parent's plea well.
The bottom line is a good villain is one that the players themselves love to hate, not just their characters. If you find your story needs some added tension, don't be afraid to make the bad guy badder.
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