Villiany And Rogues Of The Frontier

&quot;It's Good To Be Bad&quot;<br /><br />I am starting on a future article for the Frontiersman about playing campaigns and game sessions from the villians side of the story. While I almost always prefer to play the hero, there is something to be said for the roleplaying experience of playing the &quot;bad guy&quot;. While as a GM we get to do this often playing the role of the antangonist but it might be fun to flip the coin and in the spirit of &quot;Mirror Mirror&quot; and let the players play Rogues, Pirates, Maruaders, Briggands, Corporate Henchmen, Spies, Thugs, Thieves, Space Gangs, Scoundrels, Mad Scientists, Techno-Terrorists, Hackers, Bad Robots, Mal-Contents and various other Villiany. Now, obviously the spirit of SF is a generally positive one so GM's and players should use a little discretion. Sathar are out, I don't want to go down that road and even try to open the door to allowing them to be a playable race, however their agents could be, and I stress could..because almost no one would do it willingly.<br /><br />I am thinking of establishing some character archetypes and guidelines for fun ways to play the &quot;bad guy&quot;. This may include a Star Laws Most Wanted, Best Hiests In The Frontier, etc.<br /><br />Please include any thoughts or ideas.<br /><br /><img src="/files/u1242/MORAD.jpg" height="577" width="495" />

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