Every galaxy needs some villains. Without a villain, the galaxy slowly grows stale as no interesting RP occurs. Villains are a necessary spice in the stew that is galaxy RP. The following guide will give you pointers on how to be the best villain you can be. If you think that you're cut out for the difficult yet enjoyable task of being a villain, read this guide.
Just because your House is villainous doesn't mean that you need to be the prick of your galaxy's forum. Because of the villainous nature of your House, you are going to have to be twice as friendly on the forum. People can have a hard-time seperating OOC and IC. Your IC actions may start to irritate them and they may come to think that you are being a prick in the game, because you're a prick in real-life. Don't give them any reason to come to this conclusion. As long as maintain a friendly attitude and get to know the other players well, they'll know that the villainy of your House is all just part of the game. Thus, when the heroes of the galaxy finally attack your House, they will pull their punches a bit. Should you make the mistake of allowing other players come to the conclusion that you're a prick, they may hit you with everything they have with the intent of driving you from the galaxy and or game.
The villain always loses in the end. If he/she doesn't, the game is no longer fun and the story is no longer entertaining. When you embark on your journey down the path of evil, know that this path ends poorly for your House. You need to not only accept this eventuality but embrace it. Being a villain is about more than succeeding as a House. Your end goal, as a villain, shouldn't be becoming the Emperor or becoming the largest House in the game. Becoming the Emperor and/or becoming the largest House should only be a means to an end. The end goal for the villain is to make the galaxy an interesting place. Should you not want to reach the ignoble end that awaits you, there is a way to avoid it: stop being a villain. Once you've contributed a bit to the story of your galaxy and gained some status, money, and power, you can ease up on the villainy and convert in a believable manner to the forces of good or at least neutrality. You'll need a good reason for this conversion, otherwise your fellow players will react negatively to your sudden change of heart. If done successfully, this should keep you from reaching the end of the villains path. However, just because you've stopped being a villain doesn't mean other Houses won't be holding grudges.
What makes a villain a villain? His or her actions. A villain who wants to wipe out all life in the universe but never does anything to bring it about is no real villain at all. To be a villain, your house will have to engage in some nefarious activites. These can range from game mechanics to IC actions on your galaxy's forum. This guide will provide you with a few ideas and the advantages and disadvantages of each.
Insults can be an excellent way for the novice villain to begin his reign of terror. Insults draw attention to your House and thus are an excellent way to announce to the galaxy that your planning on being a villain in the galaxy. Dynastic insults give 1 feud point to the House that you insult, and personal insults challenge a specific member of another House's dynasty to a duel.
The advantages of dynastic insults is that it only gives feud to the House you insulted, not to the allies of the insulted. This plus the fact that it only gives one feud point means that any military response will be limited. Personal insults can be nice, because if the insulted House fails to defend their honor, they will lose status. However, personal insults should only be undertaken by a highly skilled duellist or by a dynasty member that you don't mind losing to a duel.
The downsides to dynastic insults that, if you anger the wrong House, they might find a way to respond in a manner that is beyond the one feud point you gave them, or they may just ignore it altogether, because you're too small to concern themselves with. If you only send dynastic insults to small Houses it won't get much attention as most small Houses can't do much in response and insulting small Houses generally isn't big news in the forum. The downside to personal insults is that you can lose a dynasty in the ensuing duel.
If you want to use insults, I recommend sending several to a bunch of houses of varying sizes. Just don't send any to potential future allies or anyone too high on the totem pole. If you piss off the wrong House, your days of villainy may come to an end sooner than you expected. Personal insults can be particularly evil, especially if you insult an important sphere leader using a highly skilled duellist. If they challenge your duellist to a duel, they risk losing an important dynasty member.
Embargoes hurt the economic activity of the House that you issue an embargo on. Embargoing someone on one planet gives them 1 feud point against you. Instituting embargoes on all the planets in a galaxy gives them 3 feud points against you. Most people use galaxy-wide embargoes in order to get the most effect for the feud score given.
Embargoes are nice as they usually draw more attention from the House embargoed than an insult does. It also generates a larger response, and, being a villain, getting Houses to act is the end goal. They are also a more devious act than insults as the economic damage they can cause is much more severe than anything an insult can cause, unless you manage to kill a major sphere head in a duel caused by a personal insult.
The disadvantages of embargoes are that, if you don't have any influence on the planets that the House you insulted operates on, the embargo won't have any effect. Furthermore embargoes require larger amounts of influence on a planet to have significant effect. Another downside is that if you have large amounts of influence on several of the planets the House operates on, you may severely hurt their finances. Embargoes also give more feud than insults, enough for a full attack and an additional single sphere attack, if you employ a galaxy-wide embargo. Embargoes may make you too much of a villain too early. The rest of the galaxy could come down hard on you before you even had a chance to twirl your mustache.
I like embargoes. They're public knowledge, so everyone can find out about it, they cause more waves than insults do, and they give more feud for the Houses to act with. However, they don't give so much feud that they can launch an all out strike.
Covert Ops can be the most enjoyable villainous activity you can engage in. Covert ops allows you to find out all sorts of information, and, with enough time and skill, can allow for sabotage and fraud.
Covert operations offer you a wide range of villainous options, in addition to their information gathering potential. Assassination can be used both as a direct weapon against your rivals, and as a way to provoke a war between two rival factions - by assassinating an important member of one faction, and then subtly steering suspicion in the aftermath toward the other.
Covert operations are best used in conjunction with other nefarious activities. By their nature, unless you get caught, no one will know that you did it. Thus, you become a frustrating annoyance rather than a devious villain, as everyone complains about the mysterious saboteur who is ruining their fun, instead of pointing their fingers in your direction “knowing” that your evil House was behind it all, even though they lack proof. Solutions to this could be admitting to your crimes or making use of Anonymous Posting services.
There are too many ways to use Military Operations to be villainous to write down. If you're interested in how you could use Military Operations to your advantage while being a villain, A Scenario of Villainy has a number of examples.
Political villainy can be indistinguishable for “normal” corruption, but it still provides a relatively low-cost way to hurt with your enemies. One can institute punishing taxes on them (and lower your own), or, in very rare instances, destroy a planet's economy.
All of these are, of course, tempered by the fact that usually one has to have lots of influence to get into office in the first place, so the amount of damage you're likely to do is decreased - and the likelihood of collateral damage is increased.
You have a cause and nothing will stop you from accomplishing your goal not even morals and the law. Crazed sect leaders, eco-terrorists, and anyone who is helping the greater good yet feels that the end justifies the means go here. House Luxerat and the members of The United Federation of People's Republics both go here. Crusaders should consider opening Mysticism, especially if their “cause” is a religion or ideology.
Warmongers aren't happy unless there's a war going on somewhere in the galaxy. Generally they prefer to be involved in the war; though, they can abide sitting on the sidelines as long as they have a front row seat. No excuse is too flimsy for the warmonger to deploy legions. Ghengis Khan, Julius Ceasar, and Osborn Barinthus go here.
The agitator is similar to the Crusader in that they have a cause; however, it isn't a specific cause. The Agitator's cause is to oppose whatever the power-holders of the galaxy or thegalaxy as a whole supports. The Agitator is the opposition party. Agitators can sometimes become so contrarian that they'll take a position that harms them directly. House Matsu goes here.
The puppetmaster works behind the scenes getting others to do their bidding. A truly gifted puppetmaster can still get what they want even when those they're manipulating knows of the reputation of the puppetmaster. Puppetmasters prefer not to get directly involved in any situation; though, even if they do get dragged in, some puppetmasters have the military strength to still come out ahead. Xanatos, Aizen, and William Cartheon go here.
The tyrant is the villain in a role of power. An Emperor who oppresses other Houses is an example of a Tyrant.
Every villain wants to leave their mark on the galaxy. However, the fashionable villain will take these guidelines to heart, otherwise they may come to be known for their ridiculous landmarks rather than their villainous legacy.