Heroism is not an easy vocation. Each day, the hero wakes up and must look for a heroic deed to perform in order to continue to prove themselves worthy of the title of hero. In Azeroth, this is rather simple - there are countless humans and orcs looking for a few good gnomes and goblins to fetch them some wolf hides or tallstrider beaks. Do this enough times, and silver will drip through the fingers of our greedy little heroes’ hands, and we’ll have an opportunist on our hand - one who may turn from a life of heroism to … villainy.
The fact is, villainy in role play is difficult to do. Best examples of villainy are portrayed in film, literature, and other forms of art where the villain is one denigrated and found distasteful by the protagonist and eventually, usually, meeting their come uppance. An adversarial role played character requires a bit more finesse. The sort of villain one finds in film and literature is best left to the NPCs in Azeroth who can live and die at the hand of heroes and the developers; the role player’s character is cast less as the part of the villain and more as the antagonist, or adversary.
Much like Ogres and onions, an adversarial character should have layers. While the character can remain outwardly cold and calculating, or even borderline hostile, the player must keep in mind the motivations of the character, such as the simple things that keep the character happy. Likewise, having a sense of humor about the character, whether or not the character itself is in possession of one, is key. The player must be able to laugh at their adversarial character, so that other people can laugh along with the player. Adversarial characters tend to toe the serious line more often than not; it can be refreshing when they suddenly become the butt of a joke, especially one orchestrated by their own operator. No character is a portrait of perfection, being able to display weakness or some sort of flaw in the personality of one’s adversary is important. This allows other players who play stalwart heroes, or opportunists, to get an edge on your character - because really, why play an adversarial character without a bit of conflict?
On the subject of conflict, the best and most frightening antagonists rarely - if ever - have to draw their weapon. A calm and collected adversary, or one who wishes to gain a reputation as one with whom not to be messed, will most likely occupy her time otherwise rather than draw her weapons the moment trouble rears its head. A player whose character has finally gained the reputation as an adversary or antagonist allows her character’s reputation to do most of the intimidation in a tense situation. The character in this situation understands that the drawing of its sword is an event; not something to be expected of it.
Some think that in order to play an antagonist or adversary, they must play something akin to a serial killer or thief; both of whom are eventually caught by someone, be it the authorities or someone in Azeroth a bit less lenient than any city guard or watch - the end result being unattractive for said character. Keep in mind that one’s actions have consequences. Should one’s character go on a murderous spree of civilians, or break into a municipal building after hours, the piper must be paid - should the character be caught. Disallowing others to respond in a way that metes out consequences, or not allowing others to respond to actions at all is called godmoding. Collaborative role play, which runs rampant on Blizzard’s role play servers, is generally not conducive to godmoding, as the very nature of the beast disallows for responses.
In playing an antagonist or an adversarial character, one will often run into conflict. To keep hurt feelings and anger out of the issue, as well as keeping personal emotions out of role play entirely, it may be best only to enter into conflict heavy situations with players with whom you have no prior bad blood. Keeping conflict heavy role play scenes between friends, guild members, and cordial acquaintances will keep the role play light and out of character motivated. This will keep emotions out of the fray, and keep personal motivations from driving the character’s actions. After a conflict heavy scene, checking in with other player or players involved via an out of character whisper for a friendly chat will keep communication lines open and a friendly atmosphere between players - so that all in the scene are aware that there are no hard feelings meant.
An antagonist is only an antagonist as far as the protagonist can see them: the player knows their character better than anyone. They are aware of what motivates the character and their loyalties. It is only they who are aware of the character’s genuine moral compass. That being said, a directional shifts can happen, and motivations can change. Your jerk of a character can have a change of heart, and this is not poor role play, if executed properly. People change, as do characters. Remember that the character ultimately belongs to the player, and it is the player’s wont to do with the character as they wish. Remember also, the game is populated by several people who interact alongside one another; one character’s decision can affect several others. Keep communication lines open, and the experience will be better for all.
Even for big meanie heads.