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Opposing Force: Taking a Walk on the Vile Side


Gnaskar

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Re: Opposing Force: Taking a Walk on the Vile Side

 

Another villian plot - this one from our campaign world.

 

A few months after the original Genesis team was disbanded, another group of supers moved into their base. Announcing themselves as the 'Dark Champions', they proclaimed themselves to be the 'new protectors of the city.'

 

Yeah. They were villians. It turned out to be a protection racket writ large. You didn't pay up, they didn't protect your neighborhood.:sneaky: And then bad things started happening...

 

It occurs to me that a really foward-thinking group of villians would make themselves out to be heroes, winning the love and adoration of the people, then running for public office...

 

"Elect me, and I'll make sure everyone is safe from theft!" (After all, who needs to steal, when they can tax!):eek:

pre-hero thunderbolts anybody?

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Re: Opposing Force: Taking a Walk on the Vile Side

 

If I ever played in a villian game' date=' we'd register with a major political party and make a run for the presidency.[/quote']

 

Sure! Get the Marines on your side early, so you can use them to take down Superman!

 

Wait . . . lost track of the thread again.

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Re: Opposing Force: Taking a Walk on the Vile Side

 

Or you could encourage your players not to make villain types that inherently want to screw over or stab their partners in the back?

 

Hollywood movies not withstanding, it's perfectly acceptable to design a team of super criminals who's goal isn't to 'eat' his partners and be the last one standing. Howler, while paranoid, doesn't kill, and with a little work might work with others. A better example of a Team that aren't all mustache twiddling psychotics is GRAB. Black Diamond, Cheshire Cat, Blue Jay, etc. Sure they might be considered second stringers in the villain world, but hey they work together and they work 'well'. They're all pretty tight too.

 

The Ultimates are another example that aren't immediately 'kill' you and take your stuff.

 

Just like most GM's running superhero groups usually try to discourage lone, secretive types that refuse to play nice with the rest of the team, the same thing applies for GM's that want to run a villainous campaign that won't 'eat itself' after session of two as the 'allies' tear one another apart in the attempt to become top dog.

 

Psychotic nut-job, mustache twiddling villains are 2d cardboard cut outs for heroes to over come. By in large they're not meant to be 'played'.

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