Building Your Bad Guy
Was just on a panel about villains at Denver ComicCon—actually, my second villains-panel there—and then, just now, I went all the long way down to Alamo Drafthouse to see Footloose on the big screen for the first time in thirty-two years, then listened to the Sir Patrick Stewart episode of The Nerdist on the way back, and . . . it all left me thinking, I guess. About antagonists, and the building of them. It’s Robert McKee who says that, when designing up your story, you always start with the antagonist, right? The antagonist is pretty much the measure of the protagonist, as that’s who the protagonist has to overcome in some fashion, be it swords or brains or dancing or whatever. It makes perfect sense. Also, it works against our storytelling instincts, which are always to some degree role-playing-game instincts . . . kind of, wish-fulfillment, as I see it: I’m going to have a bad Harley and this long shampoo-commercial hair and I’m going to know all these fighting styles and also I’m going to cry about cute kittens and I’m always going to have killer lines and I’m going to be an outlaw but have a heart of gold and I’ll be able to use any weapon pretty much and never run out of gas, and and and: First? There’s nothing wrong with that. I’m the last person to bad-talk RPG, I hope, and the only reason I know so much about Renegade is because it’s still my secret bible. What I’m . . . → → →
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