Postby Cogliostro » Mon Sep 17, 2012 2:21 am
Disfigure your character's insides.
The word "villain" actually obscures what you have to do to create your character, since it is a very pointless prejudice-loaded term. A Villain is literally "someone from the village", i.e. a niggardly brute, a primitive dimwit, a savage. Same goes for the word "psychopath" which, being modern psychobabble, succeeds at explaining and denoting absolutely nothing definite.
Disfigure your character's reality, so that it is impossible for them to fit into ordinary society, whether they want to or not. Not just their fearsome name must be unwelcome, but the very core of who they are! Their entire story must be revolting to the refined, urbane, and moralistic crowd, and the existence of the evil person should serve to "painfully" highlight that which is taboo for everyone else. Then, you could make your character brave enough to challenge said societies, their mores, beliefs, unspoken contracts and assumptions. The game mechanics in Cantr are absolutely unsuited to those kinds of projects, because they consider evil as something that should be stamped out (almost like a terms of use violation) - but it can still be fun to die or get banned gloriously.
"Evil" is the name used for the audacious in this context, those who tread on terra incognita. If the "evil" personage succeeds,causing society's dominant views to change, watch as they are promptly renamed, and are now known as "heroic" or "pioneering leaders of a cause". The host society is in every instance behaving like a cheap whore; the motive for every action there is profit (praise, reputation, acceptance, getting along...) while the evildoer is frequently the only one whose motives are self-actuated, he or she acts on principle (their OWN principle, not what is force-fed to all), independent of any praise or blame.
That is why a satisfying evil personage cannot be created in fiction simply by trying to make yourself think caricatured, cartoony evil thoughts.