Meus melhores vilões são baseados no que os jogadores se importam. Eu vou falar sobre métodos e alguns exemplos recentes (nos últimos 3-4 anos). Você pode querer verificar meus 7 tipos de antagonistas também.
Com o que os jogadores se importam - Bandeiras
Então, primeiro, eu costumo jogar jogos com mecânica explícita para os jogadores me dizerem em que tipos de conflitos eles estão . Isso torna mais fácil para mim descobrir quais tipos de vilões vai pressionar esses conflitos de maneiras interessantes. Enquanto jogamos, um ponto chave é descobrir o que exatamente atinge o botão de atalho de um jogador, que geralmente está próximo, mas não exatamente na bandeira que eles lhe deram.
À medida que joga, preste atenção quando os jogadores estão realmente interessados em vencer conflitos ou quando estão acima e além para proteger algo ou realizar algo - todas as dicas físicas (linguagem corporal, voz) que lhe dizem sentir suspense é a chave para conseguir mais pontos, embora os jogos em que você pode gastar pontos de herói também possam lhe dar uma pista mecânica.
The General
About a year ago, I ran a game of Tenra Bansho Zero - the player had a character who was basically an adopted outsider to the daimyo - he was close to the family but still politically a second class citizen. Emotionally, he's like a step-brother to the daughter. In TBZ, mecha can only be piloted by children and adolescents - so usually daughters are put up to this task while sons are raised to be leaders.
Long story short - the country ends up having to fight a defensive war, and a general is pretty eager to send her out on the front line. The player character speaks way out of line at court, and gets exiled by the general's pressure.
The general has hammered on the fact the player character is an outsider, separated him from one of the NPCs he cares a lot about, is going to send her into serious danger, and also put the player character out to the border where he could possibly die.
This only worked because I had successfully played up the daughter as being sort of a great younger sister character - a nice kid trying to do her best - so the player CARED about her, and now the general was basically threatening all of that. The thing is, the general actually isn't entirely wrong about wanting to use the daughter to defend the nation - they're outmatched and a giant robot is actually one of the fwe things they've got to equalize. Because of this, it makes it harder for the players to argue against it. What finally made him absolutely hateworthy was that the general had nothing but trash talking to the player on TOP of everything else. (The general falls under "The Hater" category).
AU Star Wars
5 years ago, I ran a Primetime Adventures game in an alternate universe Star Wars (clones were not an army, but rather a way for the government to replace troublesome individuals in positions of power...)
We had several villans who were all very good and emotionally charged:
A senator - the father of one of the Jedi. He was kind of an ass and ended up getting in the way of their plans, though I made sure his motivations were clear. He was hated because it hit on the player's actual personal issues with his own father.
A clone of one of the player characters - absolutely there to take over someone's life, and threatened to pretty much do the opposite of everything the player character wanted to do. The player found themselves having to kill the clone and feeling terrible about it - it forced them to cross their own moral line in the process (see below for more on that).
A Jedi who was on the same side as the player characters, but was just a little too overzealous and violent. He took the player's goals but twisted the reasons for doing so, even though he often used the same rhetoric. He made the players question the very cause they were fighting for.
O momento da falência moral
O que geralmente faz o vilão clicar em jogadores é o ponto em que o vilão cruza uma única linha que deixa os jogadores com raiva. O que as pessoas costumam confundir é a ideia de que essa linha moral tem que ferir os personagens dos jogadores, ou seus aliados - isso não acontece. Isso também pode ser como um personagem que é relativamente neutro ou até mesmo apoia os personagens dos jogadores se torna um vilão aos seus olhos.Isso funciona melhor se os objetivos forem compreensíveis, mas os métodos são extremos ou distorcidos ao longo do caminho.
Transhumanism whether you want it or not
I recently ran a sci-fi game where a roboticist found out one of the AIs he had built had survived the destruction of his lab, and in fact, was still out there, doing stuff. Since the lab and it's fellow robots were destroyed by angry rampaging humans out of ignorance, it decided the solution was to improve and fix humanity. To snatch up souls from the dead and give them immortal bodies, better bodies, and more time to learn - eternity.
Of course, no one was asked if they wanted this. And the AI simply treated them as objects, to be turned on or off at will. ("Don't worry, if this unit bothers me too much I'll just reset it's memory. It's easier that way.") And the AI decided that in order to show how much better this new path was, it would destablize the religion on the planet by supporting terrorist violence along the way - "If they die, it doesn't matter, I can simply bring people back. This is why my path is superior to religion. I can bring people to life, eternally, now. So who cares if they die in a bomb blast? They'll be back soon enough."
The casual disregard for human life, or human will was pretty much what made this AI a great villian. It stepped on the roboticist's sense of responsibility for his creations, and another character's sense of obligation to the dead soldiers he once led.
Drifter's Escape - casual racism
A friend of mine played a game of Drifter's Escape and relayed this event in play. The main character, a drifter, is picked up in a truck along with several other folks to do day labor. The character is white, but the other men are latino. The farm owner picking them up, also white, says to the drifter, "Hey, why don't you sit up front, in the cab? We'll have some good work for you." and throughout the session basically offered the character preferential treatment to the other workers throughout the session.
For everyone at the table, it was a great example of a villain who didn't have to do anything overtly violent or say anything ugly - in fact, he simply offered the drifter good things - but everyone could see that part of that price was to participate in putting down/cutting out the other workers from a fair shake too.
A simple, moral line.
Justiça atrasada é justiça negada
Juntamente com as especificidades de um vilão sendo um obstáculo para objetivos ou ideais de torção, etc., uma parte fundamental de como você joga fora é ter um vilão, os jogadores não podem pagar de volta ou vencer imediatamente. A frustração faz você odiá-los mais, e você realmente não pode esperar para finalmente vê-los. É claro que, quando chegar a hora, pode custar o suficiente para que você realmente decida se vale a pena ir.
Um bom extra são seus aliados ou amigos que também gostam desse personagem terrível. Isso faz com que o campo de batalha lute pelos corações deles - convencendo seus aliados da sua causa e evitando consequências sociais para agir.
Vilões problemáticos > Vilões da Fiat
Nos jogos que eu corro, eu não tenho vilões que simplesmente são auto-sucedidos em fazer coisas terríveis - eles não apenas conseguem sequestrar seus entes queridos, ou fazer você ser derrubado sem que os jogadores tenham a chance de impedi-lo . Eu não falsifico os dados ou simplesmente jogo uma "pegadinha" nos jogadores.O que isto faz é estabelecer uma posição de confiança para nós como um grupo - os jogadores sabem se eles protegem ou salvam algo, eles realmente fizeram isso, eu não entreguei a vitória a eles. Eles também sabem se eles fracassam ou as coisas dão errado, eles poderiam ter conseguido e pararam o vilão, o que significa que eles realmente quebram seus cérebros sobre "o que eu poderia ter feito melhor?"
Em comparação, quando você tem um jogo onde os vilões fazem seu mal com o GM Fiat, os jogadores não sentem vontade de lutar mais, sentem-se enganados e irritados com o Mestre, não com os vilões. Eu joguei esses jogos, eles não são divertidos.