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Blogger Endymion said...

It's interesting how events in the public sphere often affect artists in similar ways (I'm assuming here, perhaps erroneously, that the guy didn't rip you off). As a literary critic, I also find it significant that you acknowledge the impact of terrorism on your work.

The main reason I comment though is regarding the utility of well-developed villains. I've found them really key to developing campaign depth and emotional commitment from my players, but I've also noticed that sometimes they really appreciate a stock, cardboard cutout of a villain: Someone who twirls a mustache, threatens virgins and orphans and gets his just desserts at the end of a well-honed blade. Sometimes it's nice to know that a bad guy is really a bad guy. I know that indulging such fantasies is potentially deceptive or even dangerous, but sometimes it's nice to simplify reality's complex motivations.

December 12, 2009 at 8:30 PM

Blogger Rob Kuntz said...

Yes, of course. Simple can sometimes be better, or boring. Depends on which way the wind is blowing. Zayene & Eli Tomorast are my examples of super villains (like Fu Manchu), but not all villains are so dynamic and colorful. I have had tons of enjoyable hours crafting and playing with them and their machinations, and so too have my past players enjoyed the depth that they bring to the game and the depth of strategy and tactics that they more often than not have to implement in dealing with their mad genius'. I am forever indebted to those pulps and other stories (like those offered by the TV show, The Wild, Wild West) for bringing such colorful villains alive, for without them my reads, and my play, would have been sorely lacking.

December 13, 2009 at 12:22 AM

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