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I've been having some difficulty making the Arcana of my villains stand out in my 7th Sea campaigns.

Specifically, how can I better communicate which arcana the villain has, and encourage the players to interact with it (via drama dice and role playing)?

Do I just tell the players what the villain's arcana is? This seems to run into problems with Fate Witches (who have a power to view arcana), villains disguised as heroes (it sort of ruins it), and villains with the deceitful arcana (which overlaps with villains disguised as heroes).

If I don't flat out tell my players what arcana the villain has, how can I communicate the difference between a villain who happens to have a plan, and the villain with the Scheming flaw?

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Do you want role playing advise (how to portrait a character/villain better) or game system (rules) advise or both? As it stands, your question is unclear to me. – Sardathrion Aug 15 '11 at 11:31
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@Sardathrion I am looking for both. Villain Arcana is a mechanical system to help encourage role playing... So I am potentially looking for advise on both the role playing aspects (communicating the Arcana via role playing) and mechanical aspects (making the Arcana distinctive enough to be recognizable; perhaps telling the players what the Arcana is). To a certain extent, the question is also about how much should be communicated through role playing, and how much should be communicated directly. – AceCalhoon Aug 15 '11 at 12:54

3 Answers

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If the scalpel isn't working, pick up the hammer. My reading of the rules is that a Fate Witch should be able to see a villain's Arcana. It's a nice, tangible bonus for someone who plays a character type that doesn't often get to directly affect play. As for others, well, the roleplaying cues are a good idea. But it's hard to direct players where you (and they) want to go. I allow my players to ask whether spending a Drama Die to activate a possible Flaw would produce any effect - it's not necessary to specify which Flaw they're thinking of. I give them a yes/no answer depending on if the NPC has a Flaw, and if it's one that could be relevant to the situation at hand. If the answer is yes, it's their choice whether it's worth spending a precious, precious Drama Die to see what happens.

Not every group will like such a straightforward approach. We've just found that saying "If I spend a Drama Die, will this guy do something entertainingly self-destructive?" keeps the action moving quickly. Trying to guess whether the NPC is a full-on Villain, and then trying to figure out their Flaw, and then spending a Drama Die that might not do anything, ended up not being fun for us.

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Interesting. I suppose part of the trick to this is having something amusing for the villain to do planned out, that's not too reliant on the PCs. Any tips for implementing that, particularly for tricky Flaws like Scheming? – AceCalhoon Sep 15 '11 at 19:57
Nothing specific to individual Flaws. In general, if a Villain shows up in one of our adventures, they're actively pursuing something. I do try to shape these goals with the Flaws in mind - the Scheming person has crossed our path because he wants the emerald necklace as one of the seven steps in his plan to humiliate Lord Montbatten. I have no idea how the necklace fits in to this plan, but I don't have to. The Schemer wants it, the PCs want it, and if the Flaw is triggered I have Schemer babble about his plan or become blinded to other dangers or etc. – sprenge777 Sep 16 '11 at 16:27
Lemme clarify. When a Flaw is going to cross the players' path, have an outcome in mind. Think about a helpful thing that might happen if the PCs trigger it - information is revealed, a combat advantage is gained, your carefully-plotted story is completely derailed for some exciting new thing, etc. It's all about outcomes. Think of something that the players (and ideally their characters) would find entertaining, and have it up your sleeve if you need it. – sprenge777 Sep 16 '11 at 16:30

Note that this is a role playing answer not a system answer

Other The Edge has a mechanism for adding a "sign" to each skill a character has. For example, for a skill called Athletics, the sign could be "wears tight shirt" or "drink protein shakes" or "muscular body" or "wears sports wear". Those give you little indicators of the way a character looks or behaves. You could do the same for your game. Your villain could be rude to the lower classes, he could sport a skull motif in his cloths (cuffs, tie, whatnot), or he could have a tendency to ignore what people tell him (hubris++). This sign does not necessary have to be physical. For a learned skill, you could have "speak in long worlds", "uses Latin in sentences", "quotes others". This gives you a hint as to what their skill/arcana/flaw/merit is.

Catch phrases are good as well as mannerisms or accents (if you can do them, I cannot). Props can do wonders. For that character wearing a gas mask, speak into an empty pint glass when he says something. For that character with a speech impediment, put a few d10 in your mouth. Never us contractions or rude words. Always pause at the start of the sentence and leave the end as if you were still thinking of something new and horrible that you can do. These are other ways in which to convey what the skill/arcana/flaw/merit is although they are more to do with making the character memorable.

Actors are a great source of those. Forget 99% of most villain from Hollywood. Concentrate on the good ones. The ones that makes you think "I love this guy, when I grow up I want to be him". Pick James Spader as Alan Shore (Boston Legal), or Paul Giamatti in Shoot 'em Up, or Hamlet. Look to books and novels. Who makes the best villains? Pick them all. This hints are how to reverse engineer what skills/arcana/flaws/merits a character has from the way they act. Thus, if you take it in reverse you should see what aspect you can use to convey a particular feel.

Now that you have a good villain in mind, think: What skills/arcana/gizmo/advantage best model this fictional and real villain? Work in reverse and you should find something suitable.

Quote from comment: How can I make a catch phrase or a speech impediment communicate that a villain is not only megalomaniac, but fatally so?

Litter the speech with "I", "Me", "how great I am", "I came up with ...", "I am so good that...", "Clearly you would not understand what I did", "You are foolish". Basically, arrogance, hubris, aggressive speak, and putting others down all the time. Add a evil cackling laugh to top it off. Describe the cloths the villain wears as exorbitant, overly rich, and over the top. If anyone interrupts him, make the villain blow up in rage. Shout your players down, stand up and tower over them -- even if you have to get on a chair to do so. It should convey that the character is a megalomaniac fairly well.

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The idea behind Arcana in 7th Sea is that they are a character-defining strength or weakness. If a villain has, for example, the Scheming flaw, the players should be able to convince the villain to do things in the most complex manner possible ("Really? That's your plan? A child could see your motivation! And you haven't even accounted for [obscure edge case that will never actually come up]"). Players can also spend drama dice to help put extra pressure on the villain's weakness. – AceCalhoon Aug 15 '11 at 13:37
What I'm looking for in this particular question is not how to build a three dimensional villain. What I'm looking for is a way to guide the players to this character-defining strength or weakness. "This guy is a Schemer, so you can place both role playing and mechanical pressure on him." – AceCalhoon Aug 15 '11 at 13:39
I'm not quite following how this question relates to that goal. The first paragraph (about tags) seems unrelated... It deals with trivial physical descriptions, save for the last bit labeled (hubris++). The second paragraph also seems unrelated... How can I make a catch phrase or a speech impediment communicate that a villain is not only megalomaniacal, but fatally so? The last two paragraphs seem like they're going in the right direction, but I'm not quite sure how to apply them practically to this application. Could you expand on that? – AceCalhoon Aug 15 '11 at 13:42
I had a chance to run another villain this week. He was greedy, and I tried doing things like littering his speech with possessive phrases (talking about what's his, what was taken from him, etc.), staging him in a mansion, including a lot of possessive thematic elements, etc. It just didn't seem to be enough to get the players engaged within the space the villain had. I didn't take it to the point of standing on a chair and shouting the players down, but that's not suitable to all villains, and is a bit outside my range anyway. – AceCalhoon Sep 14 '11 at 15:59
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Yes, it is. However, that would be for that character only and I would pick something less restrictive for the tag: "wears expensive and extravagant cloth" would cover it. – Sardathrion Sep 14 '11 at 16:49
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Also, you have to give your players something to relate to, first and foremost, when developing characters in a plot sequence.

You know, Homer Simpson is the kind of guy that says, "Doh!" all the time, which is interesting, but it's not what makes people connect to him. People connect to him because he's a working stiff with a good heart, even though he's kind of dumb. A lot of fathers are that way.

If you want your players to catch the deeper meaning behind arcana, you have to find a way that it connects to their real lives. I know the Homer Simpson example is a little out there, but you could really use any character with good dynamics. Garfield is a cat that's open about his guilty pleasures. He just wants to eat and be happy on the outside, but we all know that he's paying back with his intelligence.

Whatever your character trait may be, there's got to be a reason. Sell the back story. Give your characters some scrying power. Don't let them fight everything right away. Have a character appear in the middle of the night to converse and take a bite out of someone and then disappear almost as suddenly.

And if you're having an issue with 'just telling them', then don't make it matter so much. Let them 'judge the book by its cover', then hit them with a taint for being too quick with their guns. For example, they might accidentally kill a level 0 who's just jerking them around. Have the character come back to life, pissed. You have to condition your players into thinking deeply if they aren't doing it by themselves. Present them with the opportunity, first, though.

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This isn't very helpful. Do you know than Arcana is a technical term in the 7th Sea RPG? – SevenSidedDie Aug 15 '11 at 4:24
Yes, absolutely, developing the character is good. But how do I draw attention to the one, specific, facet of the character with mechanical significance? And how do I deal with cases where the villain appears without a multi-session buildup (either because the players did something unexpected, or simply because the villain decided to show up with a bang)? – AceCalhoon Aug 15 '11 at 5:03

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