How to become the villain?

By Acespear, in Game Masters

So for one of my campaigns I have my group trying to help build and establish a new colony. We are largely leaning on the Far Horizons sourcebook try and build up the town bringing in law and order. I made it so my character is bankrolling the town largely with Hutt money and I want him to slowly get more and more desperate as he fears the Hutts are trying to take over as they send non subtle threats for him to pay back his debt.

I want him to eventually sell out the town and basically become more antagonistic with the rest of the group. My problem is how to introduce this slowly but not be too obvious about it. I can't just whine about the Hutts every session and I don't want what happens to come out of the blue. So how do I find a nice balance between the two?

Let him make some low-level **** moves. Nothing overly immoral or illegal, just slightly screw-over some people. Something the other characters will easily forgive if he explains he was pushed into it because of the Hutts.

Sounds like you already pretty much know what to do. Start small and slowly expand. Get the GM on board as you've got a nice campaign seed here.

You start in by getting elected Mayor, Sheriff, Manager, Treasurer, Dominar, whatever the place has as it's most powerful leadership position. It'll probably take at least 3 or 4 of adventures to get here, and there should be some GoT type maneuvering going on, optimally with the end being that it looks like your character did something horribly underhanded but no one can prove it (work the the GM for this).

Now you just slowly slid down the hill. Start with some kind of simple disputes over things like resources. The power station manager wants to charge higher prices, or the nerf ranchers up on Boonta Mesa keep fouling the towns water supply with nerf waste. You settle the dispute by doing something to get the land/facility out from under the owner, rezoning, market buying, whatever. In the end this should still keep everyone else happy though.

Next have it get a little more weird. A mysterious stranger comes to down and causes (understable) problems, but problems nonetheless. A shootout in town with the local wild bunch, bar brawl with a migrant gambler, something like that. Your take action to get rid of the problem, and he responds by coming back with his old gang. You defeat them, but decide to hire on some extra muscle to prevent a repeat. Beign a small outpost you're not exactly going to be able to afford a first class operation like First Sun, and instead settle for some Aqualish, Weequay, and maybe a gamorrean or two.

A few more conventional Adventures take place, but with the GM dropping in some flavor, like the Gamorreans always ending up in jail the night after payday, the local cantina owner demanding the town government pay for the furniture the Aqualish keep breaking over eachothers heads, and the innkeeper complaining about the smoke, funky smell, and inane giggling always coming from the Weequay's rooms. At some point you find some unobtainium deposits in the Verple river valley. Cap this with a low-level young Hutt trying to make a name for himself making a move on the town, and the new muscle actually working out, partly by fighting off the invaders, partly by beating up the local townsfolk that were thinking a change in government might not be so bad.

Now.... Nat Farlander and his brother Khip, comes rolling into town. He's a 30 somethign with a shady past (possible former Imperial, Rebel, Smuggler, whatever fits the character and campaign) and is looking to visit his sister who runs the nerf ranch down by the Verple River before moving on to some boomtown on the edge of wildspace. He's even brought some friends who are interested in the same. A former rough and tumble type that is looking for work as a peacekeeper, and is disgusted by your thugs lack of discipline. An old retired general that wants to open a vineyard and make qualta-wine... whatever works. Of course in a previous adventure we establish this as prime real estate that you want for yourself to help fund further build ups.This one can end with a showdown at high noon...

Finally you close it out with the Empire showing up in force, with orders to nationalize your shiny new unobtainium mine. They're willing to offer you reasonable compensation.... of course Imperial law requires they pay it to the town leadership, and it's the leadership's responsibility to dispense it out to the population fairly. If you give it out to all the locals they'll have enough to move back coreward, or resettle on a newly terraformed world a few systems over.

On the other hand... if you keep most of the credits for yourself you'll have enough to pay off the Hutts AND still be left with enough left over to buy a big place on a lake outside of Theed and retire....

And there you go, one shake and bake campaign for you and your GM to kick around.

Edited by Ghostofman

I would also watch some boardwalk empire, you might see some correlations.

Breaking Bad would work too.

Oooh, probably deadwood too.

That actually was the other way around. The original bad guys became more sympathetic as the series went on.

That actually was the other way around. The original bad guys became more sympathetic as the series went on.

But the ideas there are pretty good. Just use them out of order.

Unless you feel REALLY comfortable with your playing group and you've discussed this possibility with them out-of-character, I'd recommend not doing it.

That's a really tough thing to manage, and the extent to which people often identify with their characters could make it very uncomfortable to have a player ally betray everybody and become their enemy.

I'm kinda getting the feeling the character in question is a GMPC, which would simplify matters as it would make him essentially an NPC with talent trees....

He basically stays that in the first post. "my campaigns I have my group trying" (emphasis mine). So it seems we're talking about the transition of an NPC, rather than a PC becoming a villous NPC. Granted, the latter did happen in one of my games, involving a bounty hunter who left for "creative differences" (Player didn't like the build, and he'd couldn't work 'with' a Jedi) and ended up becoming a recurring enemy. (Hunting said jedi for reward.)

Good point, I did read it as a player asking how he could make his character the villain, but I'm sure you're right. Lots of good advice here already!

Our group planned on trading off GM as this is kinda a side project as we wait for summer but I have been the only one GMing so I have a character set up but have so far only treated him as an NPC