#Conflict with the Hero, Consequences, Closure
Contents
Even villain play needs a hero. The hero is not the right answer but the light that shows the outline of the dark.
#Opening Fragment — Before the Last Duel
The two had learned the sword from the same master.
One abandoned a village to defend a castle; the other gave up a castle to defend a village. Both knew defeat, and both had memorized the names of the dead. But from a certain moment one of them no longer recorded the names, while the other slowed his blade because of a name.
Before the last duel, the hero NPC said, "I have not come to prove that you are wrong."
The villain PC laughed. "Then why did you come?"
"I came to show that one need not win in your way."
Those words weighed more than a taunt. Only then did the duel begin.
#The Hero's Role
The hero is not only a device for judging the villain. In a dark-side campaign, the hero plays three roles.
| Role | Description |
|---|---|
| Mirror | Gives a different answer to the same wound. |
| Limit line | Makes the point where the villain's choices no longer work. |
| Witness | Remembers the villain's choices and conveys them to the world. |
The hero need not be perfect. A wavering hero is better, in fact. Only so can the hero stand at the same table as the villain PC.
#The Structure of Conflict
The conflict between hero and villain is stronger when built in four stages rather than ended with a single battle.
| Stage | The Villain's Side | The Hero's Side |
|---|---|---|
| Rumor | The villain's way begins to produce results. | The hero does not yet know who they are. |
| Encounter | The villain speaks his own logic. | The hero confirms the same wound. |
| Refutation | The villain's way offers a greater gain. | The hero chooses another, less efficient road. |
| Decisive Battle | The villain pushes through to the end, or stops. | The hero wins, or, even in failure, becomes a witness. |
In the decisive battle, what matters is not only victory or defeat. It is which way remains in the world.
#When the Hero Wins
If the hero has struck down the villain, do not close the consequences but leave them.
- Do the followers scatter, go into hiding, or repent?
- Does the harmed region welcome the hero, or fear yet another power?
- Does part of the villain's doctrine survive?
- For the villain PC, what remains of return, sealing, death, or exile?
If the hero's victory restores everything to its original state, the traces of the dark-side campaign grow weak.
#When the Villain Wins
Even if the villain wins, the campaign may not end. Rather, from that point the questions grow vivid.
- Whom must he now govern?
- How long does a peace won by fear last?
- Who remembers the name of the hero he killed?
- Within the villain faction, who is the next dissenter?
- If the dark side does not stop even after the goal is achieved, what does it devour?
The villain's victory is strong when shown as a burden rather than a reward.
#The Ending of a Mixed Party
If a hero PC and a villain PC were together, agree directly before the ending.
Possible closures:
- The hero PC lets the villain PC go, but surveillance and a promise remain.
- The villain PC gives up the final rite and loses his faction.
- The two together stop a greater threat, but cannot return to the same party.
- The villain PC passes over to an NPC, and the player makes a successor or a pursuer.
- The hero PC ends carrying the trace of having accepted some of the villain's ways.
This ending is not handled by improvisation alone. The player's authority over their character and the possibility of the next campaign are at stake.
#The Three Objects of the Closing Scene
At the end of the campaign, it is good to leave three objects.
| Object | Meaning |
|---|---|
| The remaining name | Who is remembered. |
| The broken symbol | Which doctrine or faction has ended. |
| The carried-on trace | What remains for the next generation. |
For example: a burned order, a new memorial tablet with a name carved on it, the key to an ownerless strongbox.
#GM Principles
Do not make the hero the right answer. Do not make the villain only a cool winner, either.
Both came from a wound of the same world. The difference is what they did with that wound. That difference must stand at the center of the decisive battle.
The hero, rather than erasing the dark, makes one watch to the end where the dark began.