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
This will be based on the villain’s physical description, their size, how many are appearing.
Unless the characters have encountered this villain before you should avoid using their name or stating their grouping. And never reveal their cliché advantage!
Include what the villain is doing. This can be based on a villain consequence or their instinct. Be sure that it fits the game fiction.
Characters with applicable clichés who think to ask may roll to learn more.
The description could include a consequence, depending on the situation and the villain of course.
Wait for a response (but not too long)
Give the characters time to digest the information and choose their actions.
If the characters are taking too long to act or start arguing about what to do then it's perfectly reasonable for the villain to act or notice the characters. Pick a consequence and assign it.
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
Note any disadvantage the villain may have incurred.
Villain consequences are rarely assigned here.
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
Note any disadvantage the villain may have incurred.
Pick a villain consequence and assign it. If it’s deal damage then assign disadvantage otherwise describe based on the consequence.
Character fails
Pick a villain consequence and assign it. If it’s deal damage then assign disadvantage otherwise describe based on the consequence.
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:
If the amount of disadvantage the villain has incurred exceeds their cliché advantage then the villain is at the mercy of the character.
If the villain is still able to act, don’t reveal the exact amount of advantage they have left. Instead, describe the state the villain is in.
It's not the end of the world when a villain is vanquished. Remember, villains are there to play a role in the story. If that role is crucial it does not have to die with the villain. There are always more villains to step up and take on the roles of their predecessors.
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!