Continued from the 2016 June Town Hall meeting:
Sometimes being an anti-hero is a double edged sword but if done correctly, it lends to the grim theme of the game that you are helping to display with the portrayal of your character. If you want to become an antagonist, be ready to endure defeat and loss and be ready to dispense defeat and loss to others in the long run. I'm in the top 10 PCs waxed by other PCs. This series of events made me angry as fuck IRL. I can shamelessly say that I became so attached to my character that I cried out of spite at least once. Yet, looking in retrospective, it's a very fond experience that will forever shape the way I play my character.
Following this, it's important to understand the importance of having antagonists in the game. They help to create conflict, grudges, and they -oppose- the protagonists (i.e. the 'good guys'). This leads to cooperate competition, and THAT is the spirit of Sindome. I feel odd pleasure in having fellow characters unfold the grim past that justifies my character's behaviour and actions. For this reason, I strongly encourage EVERYONE to take a heavy approach on character development because Sindome easily allows for it. The dome is relentless, and its consuming pace is something that YOU should RP appropiately. Before stepping in the dome, your character is probably a sheltered kid living in a fairy tale. Then, before you realize, they've probably had to kill/been killed, rob/been robbed, lied/been lied to, etc. This series of events will either force them to toughen up, or to succumb under the pressure.
Now that I've clarified this, a series of events and plenty of overwhelming RP has defined my character. Sometimes you have to sacrifice your guilt and punch people in the face with their own emotions and it's good in the long run, even with the implied initial grief. Being an antagonist is an interesting experience I'd recommend simply because the RP it creates. For this RP to happen, your character must have a goal. A goal to satisfy a need, inspired by their history, or simply to prove their ideologies. Stick it up to The Man. -Be- The Man. Be determined to find an explanation, or to find someone. If you want to move mountains, be CONVINCED you will move mountains. It PAYS OFF.
I will try to explain my point with the aspects that have been mentioned in the Town Hall meeting.
Have deep seated reasons for doing what you do that you slowly reveal over time as people get to know you. A crushing backstory.
This is mostly refering to what I previously explained. The process of becoming an antagonist is always related to something that shocked your character and marked the before and after in its life. Be it via your IC actions and interactions with other characters (yay!). Sometimes, this is inspired only by their @history (meh). Most of the time, you'll be at loss for this to impact your character deeply, and if you are emotionally attached, you may? suffer grief. Sindome is not about winning or losing. Slowly revealing this backstory to the characters you meet will make them admire you, fear you, or use that same grim backstory against you. All in all, you must have a justified reason to be the antagonist you are.
Don’t be a dick to everyone, just some people
The pure evil archetype is a cliché, it's boring, and predictable. Your character is also a person, with feelings and emotions. Be bold. Be unpredictable. Have friends, because having ONLY enemies will get you waxed real soon. Convince other people of the badass you are and how you aren't afraid of anyone or anything. Being a good antagonist isn't about being a jerk just because you can, it's being a jerk to those who step in your way and oppose to your goals. Have a motive for everything you do, and if someone is being a hinderance for you, make them regret it!
Punch people in the feels, not just their wallets
My character is in a position that allows them to hurt people's wallets easily, yet, I sometimes chose to not do it because I can probably milk out some more RP taking an alternative approach. Be bold. Become someone's arch enemy just because you also had an arch enemy who got in your nerves, and you want to make someone else feel that way. Kill them over and over (or hire someone to do it), give them thrill, don't be afraid to try and perm them (obviously, if justified). Make them fear you, make the player controlling them reason a bit and think "I better not fuck with this dude." Be snide, rude, and don't simply call it a day by stealing their stuff. Hire someone to keep messing with them and make their life miserable if they deserve it.
A good antagonist doesn’t need to be seen, or even known. Work through others to accomplish your goals.
This varies a lot on your character's approach and goals. What I do agree absolutely on is that you have to involve other players. This leads to more cooperative competition.
BE BOLD AND HAVE A PURPOSE. Don't be afraid to break the Law when doing it, just make sure you don't get caught. Or, use the Law for your advantage. Or do it and put the dirt on someone else. Find a way. Be convicted of your abilities to reach your goals. Never hesitate, never pull back. Inspire fear or respect on those you encounter, and demonstrate you are someone to not fuck with - even if you aren't that skilled in combat.