So
Yoda's post on the topic and this month's Writing Shadows theme of "Villainy" caused me to start booting around my thoughts on the notion of an "Antagonist PC".
Now, my immediate reaction to this was that it is a simple contradiction in terms: the players in a roleplaying game are the
protagonists. The entire
point of the dichotomy being forged between protagonist-antagonist, rather than hero-villain, is that the former serves as a better neutral tool for assessment of a narrative. For example
American Psycho's protagonist is Patrick Batemen. We follow him through his butcherous yuppie lifestyle, indeed he even narrates for us (sharing in an aside his love of prog-rock band Genesis). But he is, by no stretch of the imagination, the novel's
hero. But terming him a villain would imprecise too: he isn't there for the good to thwart, he's there because the story's about him. The antagonists are in fact most probably the individuals he violates and kills.
In a conventional roleplaying game, you can play a
Zack Brusner or an
Atticus Finch. But as a player, you are who the story centres around. You are the protagonist. The ST throws up hoops for your characters to jump through.
Now things arguably start to change when we reach the world of LARP. According to the critique of certain people's playing styles, they play characters that effectively try to be the evil ones; be it from a desire for attention or an admiration for villainy. Now I can see the case being stronger in LARPs than in tabletop roleplaying, as an entire world must be constructed and there are really only so many STs around. However I maintain that for the most part what gets a character labelled as an "antagonist" is opposing the interest of other characters. By being the focus of what is conventionally (and I would say misleadingly) termed "PvP" action.
I shall say a few words on "PvP", here. As I imagine most readers are aware this stands for Player Versus Player. This is conventionally cast in a binary with "PvE", Player Versus Environment. Personally I'm a tad uncomfortable with the term "Player Versus Player", because it really shouldn't be the
players who are fighting. All it constitutes is an instance where two characters have a set of goals which place them in a conflict. This is an easy occurrence to happen across, and indeed for a character with a well established set of aims is pretty difficult to reliably evade.
For the sake of evading contentiousness I'll use my own characters for examples of this:
- Snaggle desires to eliminate everyone he terms "Traitors". This places him into conflict with those PCs who disagree with this position, or his definition.
- Cleanse wants to live a happy life alongside his Fetch. Were any Lost who see Fetches as inevitable spies for the True Fae were to find about this then they'd probably try to kill his Fetch, leading to conflict between him and another PC.
- Clarence wishes to serve his master to the limits of his capacity. Were his orders to be opposed by whoever they involved, conflict would ensue with another PC.
- Io tries to keep himself at moderately high Humanity while also keeping himself amused (a difficulty seeing as he is my sole sadist character). Those PCs his amusement is at the expense of may well wish to enter conflict with him in the aftermath.
White Wolf games actively
cultivate this variety of encounter, by establishing in every games a set of factions with ideologies that are less than entirely mutually compatible. It is no coincidence at all that the game least heavy of PvP, Mortals, is the venue devoid of these canon groupings.
Now, for a character to truly be termed an "Antagonist character", I would say that their goal would have to be something along the lines of: "Oppose/foil/thwart [insert PC's name]". I can see how that
could arise quite easily, but suspect it would be most likely as a tributary from source aims such as: "Assert my dominance over those around me", or "Avenge all slights against my pride". In that respect, these are still characters who are protagonists: their players are following their story unfold. They are not part of the fabric of the conceit which the game rests upon, they are actors against its backdrop.
Of course, there
are instances of characters moving between these two categories: Annatar Winterscale entered play as a PC, then became an NPC. But I am reluctant to term any examples which do not make this formal transferal "antagonists". If they are operated by players who are in sovereign control of them (the ST or other players may only take control of them in the instance of a derangement or spell) and they pursue a set of aims (regardless of whether this sets them against others), they are a protagonist. Although they may perform acts of great heinousness, under any useful understanding of the term this is simply not sufficient for them to be deemed "antagonists".
They remain protagonists, surrounded by plot which exists for them, rather than consisting of them. No matter
how many babies they toss in furnaces or kittens they defenstrate.