How they're played

All about playing the villains

Since all the action in Playright is based on the running dialog, it should not be surprising that we make use of that dialog when playing out scenes between the characters and the villains. Here are some pointers to help with the play.


Lead with a description


Wait for a response (but not too long)


Responses to actions

Break down the character’s responses into actions as usual.



Rolls and results

Players roll for their characters as usual. 


Optionally, when it makes sense, use the villains cliché advantage as an amount of disadvantage the characters are at to interact with the villain. For example, The Ancient and Evil dragon (6) that radiates fear probably puts the three characters that approach it at 2 disadvantage each. 



Results to consequences

Depending on how well the player rolled for their character, this is where the most of the villain consequences are assigned.


Character succeeds


Optionally, when it makes sense, use up one or more of the villain's cliché advantage points to allow them to escape the consequences of the characters action. The bigger the escape, the more points should be deducted.

For example, the villain is running for the back door and our hero has him in his sights. He take the shot. A success is rolled. But... for a deduction of 4 of the villain's 6 advantage points, a loyal henchman leaps into the line of fire and takes the bullet so his boss can escape.


Be careful when using this option because it will feel like you are robbing the players of their victories. Success was rolled, the villain should suffer, so treat it as a differed success to be revealed when appropriate. Perhaps in this example, the bullet was a through and through. The villain has been wounded and is leaving a bloody trail. If the hero chooses to pursue this can be revealed. It the hero gives up they will later hear a report about how the villain has lost the use of their right arm.


Character partially succeeds


Character fails


When picking consequences for the villains try to choose ones that follow the character’s actions and fit the game fiction.



Repeat

Before giving the next description:



Finally

When necessary (based on the story and complexity of the villain) villains can be played as characters by the game master. Conflicts can be resolved by following the Player VS Player rules so long as someone is willing to lend the GM some dice!