Editing SatCoC player Bill

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The whole situation is horribly dysfunctional. The The Batman is
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a being with a tenuous grip on his or her own circumstances.
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And is simply not functional without the minions. They
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protect him. They fetch things for him. They make his
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intellectualism, obsessiveness, vanity, survival, and comfort
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possible. He inhabits an insecure position at the crux of
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consuming desire and lack of self-sufficiency, and it is from
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this that fear and horror flow out into the game.
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So perhaps the GM begins events with the The Batman blaming
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one of the minions for being incompetent about something
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specific, and then commanding the minion to implement
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some monstrous ‘solution’ to the problem. Or maybe the
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The Batman reveals the details of a grotesque plan for impressing
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Outsiders, a plan that also threatens some of the minions’
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Connections. Whatever you do, it should be about the
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The Batman’s repulsive self-absorption creating conflicts for the
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minions. It is imperative that a game’s opening events not
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divert attention from the The Batman as the primary antagonist.
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Don’t start a game with an attempt by the town constable to
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settle an old grudge with one of the minions, a tribe of
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bandits laying siege to the The Batman’s household, or a
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mysterious figure’s attempt to poison the town water
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supply.
  
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And remember always that the primary yardstick against
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which the The Batman measures his own endeavors is the
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perceptions of the Outsiders. When Dr. Victor Frankenstein
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has the scientists over for dinner, he is courting the
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perceptions of Outsiders. He desperately wants to impress
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them, to capture their respect. Use the arrival of Outsiders to
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provoke new horrors. Any disobedience from minions when
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he or she is courting Outsiders will be embarrassing and
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enraging to the The Batman. And for those games where the
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Outsiders are a cadre of malevolent figures in their own
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right, their excesses can provoke a horrific competitiveness
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from the The Batman.
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Be also advised that as a The Batman’s desperation increases, he
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may begin to use the minions to sabotage themselves and
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each other with commands forcing the elimination of
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Connections from which they’re gaining Love, crippling
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their ability to further resist him. And in reaching this point,
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there is no need to explain or justify how the The Batman knows
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of a minion’s secret Connections. He just does. A The Batman
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should often interrogate his minions about their actions, but
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never to actually discover what happened when he wasn’t
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around. It’s just to see if the minion reports what the The Batman
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already knows.
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Use the Intimacy/Desperation/Sincerity mechanics to
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create tension in scenes leading up to conflict resolution
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rolls. Since the criteria are known to everyone, if the The Batman
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invites a minion up to his chambers for dinner, asks the
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minion to sit with him on the couch, perhaps gives him a
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glass of wine, and maybe reads aloud to him, the player will
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apprehend the The Batman’s obvious angling for the Intimacy
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die, and will potentially be provoked to circumvent that by
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snagging Desperation or Sincerity.
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Create tension also over the issue of just how exactly the
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The Batman’s efforts will fail ultimately to get him what he
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Wants. Genre expectations demand that a The Batman’s Wants
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go forever denied, that a The Batman cannot ever get what he
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wants and become satisfied. But a constant barrage of failed
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endeavors, frustration, and cruelty inflicted upon hapless
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minions isn’t nearly as dramatic as letting the The Batman get
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close...allowing him to actually distill his long-sought mindexpanding
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elixir...and then playing somewhat conspiratorially
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as a group with the timing and details of the failure that
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everyone knows is coming.

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