Showing posts with label world domination. Show all posts
Showing posts with label world domination. Show all posts

Tuesday, October 4, 2016

So You Want to Rule the World: : Writing the Perfect Villainous Note

At some point in whatever evil plot you have brewing at the moment, you may be tempted to compose some sort of threatening missive for either your heroic arch-nemesis or a government of some kind. Done correctly, these notes can be particularly chilling, and will help spread the word about your evil. 

Done wrong, however, they can make you a laughing stock of everyone from nearby villains to the local news media. A misspelled threat can turn you from a credible enemy to an Internet meme in moments, at which point the only solution is a complete costume/theme change and a year-long hiatus so that everyone can forget who you are.

In order to make certain that doesn’t happen to you, it’s imperative you follow these handy guidelines.

1. Examine your reasoning

First, be honest with yourself. Do you really need to write the note at all? I understand wanting to, of course – part of the reason we got into this business in the first place is because we love an audience – but in some cases your crimes should speak for themselves. Which will the media take more seriously – a written taunt, or freezing an entire bank (after you’ve made off with everything of value inside, of course)?

Be particularly careful when writing notes to heroes. Yes, threatening them can be entertaining, but saying too much can also give away vital details of your plan. A villainous monologue can be dangerous, whether on paper or out loud, and you don’t want the authorities to get wind of your plan until it’s too late for them to stop it. Remember, signing your work is just as much fun after it’s already happened.

The one exception where you should always write a note is if you’ve captured their family member/sidekick/love interest/friend. The entire reason you kidnapped that person in particular is to watch the hero’s pain, and the entire thing will be pointless if he or she is too busy fumbling around somewhere else looking for clues. There’s nothing that kills a villainous buzz more than a clueless hero.

2. Consider your medium

The key to a successful villainous note is drama. Handwriting is for shopping lists, not villainy, and letters cut out of magazines are meant for criminals far more common than you are. The only time paper should be involved at all is if the note is written in blood, and even then it would be more effective scaled up to a wall in the target’s home or private sanctum. It doesn’t even have to be the blood of someone particularly special – unless they have a forensic lab, or have special super-sniffing powers, they won’t be able to tell.

Unless blood is involved, scale up even further whenever possible. Outside walls are better than inner walls, so more people can see the note, and surfaces that are harder to clean/paint over are preferable. Burning can be fun, whether it’s fire or a laser beam of some kind, though more traditional kinds of carving can often take too long to be efficient.

Note: Don’t scale up too high unless your target/nemesis can fly or has regular access to some sort of jet. There’s no point in burning letters big enough to be seen from space if the person who’s meant to read them can’t make it up that high.

3. Spellcheck, spellcheck, spellcheck

In some ways, this is the most important thing you can do. There’s nothing that robs a threatening note of all its horror than spelling a word wrong, or using a word that’s technically spelled correctly but is used in the wrong context. Since spellcheck and grammar check aren’t an option on your final work – why type when you can carve the words into the side of a mountain with a laser – write it out in advance and copy from there. If you make a mistake in the transfer, turn whatever you were writing on to rubble and start over again on another building or landmark.

Thursday, August 27, 2015

New short story: Fine Print

The sorcerer held the pendant in his outstretched hand, the red stone giving an eldritch gleam in the dim light. "This was forged in the fires of Hades by the artisans of the damned. Wear this, and you will be unstoppable."

The richly dressed man on the other side of the table reached for it eagerly, but stopped when the small woman next to him cleared her throat. She was wearing a suit and a politely disinterested expression, and the sorcerer hated her instantly. "Not yet, your lordship. There are a few points of the contract I need to go over with Mr..." She flipped through a few of the pages in her hands. "Dread Dank Darin."

The nobleman sat back in his chair, disappointed. The sorcerer – Darin to his friends – narrowed his eyes at the woman. He definitely did not approve of the way she said his name without a shred of awe. "Contract? There is no contract. I have to summon a demon if you want one of those, and I'll need a case of alcohol and 48 hours advance notice."

The woman gave him a long-suffering look. "No, I meant the implied contract that comes with ownership of the pendant you are trying to sell my client. For example – you promise him that he will be 'unstoppable' if he purchases this, but what precisely do you mean by that?"

The sorcerer's brow furrowed, not sure what she was getting at but definitely not willing to admit his confusion. “Exactly what it says on the tin. Unstoppable. Cannot be stopped.”

“By whom, exactly?” The woman’s voice was just polite enough to be infuriating. “Individual opponents? Entire armies? Gods? If he takes possession of the pendant, will he be capable of stopping himself should he choose to? Or could he, for example, eat himself to death without intending to? And what definition are you using for ‘stop’? Defeat in battle? A halt in his rise to power? Death? And if it is death, does it mean he can’t be killed or that he can’t die?”

“I knew an immortal once,” the nobleman said suddenly. “He mostly gardened. Said he was bored of everything else.” He shuddered. “I can’t even imagine.”

The sorcerer gaped at them both for a moment, caught without an answer to even a single one of the woman’s questions. Then he shook his head and focused his attention on the nobleman.  “Unlimited power is almost in your hands, your lordship! All you have to do is pay me!”

The nobleman hesitated for a moment, giving the pendant one last hungry look, then shook his head. “No, sorry. Can’t do it. My grandfather got himself killed in one of those ‘no man can defeat me’ loopholes, and that was before there were so many lady knights about.” He pushed himself away from the table, standing. “No good rising to power if you make it that easy on people to stop you.”

“But… but….”

The woman tucked her papers into a briefcase, then stood as well. “I would advise you to look into researching your products more thoroughly, Mr. Dank.”

By the time he had recovered enough to correct her, they were gone.  

Thursday, February 21, 2013

Flash Fiction: A Gift for Management


Every tyrannical boss has to start somewhere. Meet Bubbles, years before she becomes the terror extraordinaire of Fairy Godmothers, Inc.

A Gift for Management
By Jenniffer Wardell

When your parents are cruel enough to name you Bubbles, certain professions seem inevitable.

Most of those professions also required the ability to at least pretend to like other people, a talent that Bubbles Applegate neither had nor wanted. What she did have was an obsessive need for order and a glare that could make more fragile souls burst into tears, which eventually led to a job managing the kitchen staff at one of the smaller castles. After a week, she had everything running like clockwork.

During one of the Baroness’s monthly fancy dress balls, however, the clock started breaking down. Her wait staff started disappearing one by one, and when she went to track them down she found them huddled around the coatroom.

A glare from her sent them all scurrying away again, but she caught one young man before he could flee completely. “What was important enough to make you idiots willing to risk my wrath?” she snapped, glaring at her employee.

He swallowed audibly. “There’s someone crying in there,” he stammered. “Big, loud sobs. We wondered if it was the Baroness.”

“If any of you had been listening, she went upstairs an hour ago with a headache. Now go do your job before I fire you.”

Letting the young man run off, she turned her glare to the closed closet door. Pressing an ear against it, she realized that the idiot had been correct about someone crying. Not that she cared, one way or the other, but if that person was still there when people came to get their coats it would make a mess.

Yanking open the door, she was annoyed to find two women crammed into the small space. The crying one was wearing fairy wings and the most ridiculous-looking pink dress Bubbles had ever seen, while the other wore a nightgown and a helpless expression.

Bubbles turned to the more rational of the two. “Is this your Fairy Godmother? Why on earth is she in here instead of presenting you at the party?”

The girl shrugged. “Something went wrong with the dress spell and hour ago, and she can’t seem to fix it. I’ve tried to calm her down, but….”

“Oh, for pity’s sake.” Deciding that the Fairy Godmother was going to be useless for the immediate future, she ushered the girl outside and got one of the pages to fit her into one of the queen’s less fashionable gowns. The witch in charge of the butterfly illusions the queen liked agreed to arrange a little something for the girl’s entrance, and the baron’s son seemed appropriately impressed.

The next morning, she sent a stern letter and a bill for her services to Fairy Godmothers, Inc. They sent her back a job offer.

Thursday, February 14, 2013

Supervillain Don’ts #2: Complicated Death Gadgets


It’s time to get back to that complicated wheel of death, or any of the other ludicrously complicated mechanisms that supervillains repeatedly use in their attempts to slaughter heroes. Though their popularity has been on decline since the 70s and 80s, there are still plenty of our villainous brothers and sisters who still have visions of enormous swinging blades and times flamethrowers dancing through their heads.

I understand the appeal. Rube Goldberg machines that kill are both hilarious and are a great way to display how fiendishly clever you are. They’re a perfect place to use your ominous music soundtrack, and it gives a death scene a bit more flare than the traditional stabbing or shooting. If you’ve chosen to be a themed villain – The Evil Cheeseman, for example (though please, don’t take that as a suggestion) – you can construct a device that matches your theme.

There is, however, a fatal flaw in such devices – the more moving parts something has, the more ways it can disastrously break down.  It’s the same fatal flaw that comes with most of the basic technology in our lives, though there isn’t usually someone whose life depends on making sure your television doesn’t work (unless your family really hates your taste in TV shows).

The more complicated a method you use to kill the hero, the more opportunities they have to throw one last gasp of their powers (or, for that matter, a rock) in just the right place to bring the whole thing to a screeching halt. Or worse, send it crumbling into a big heap that will injure five or six minions in the process.

The hero will sadly, always know where these spots are – either they will be hiding an engineering degree/basic scientific genius you know nothing about, or they will be blessed with an incredibly annoying level of luck that will guide the rock right where it needs to go. Even if you shield the spot – hiding it behind thick metal shielding, for example – the hero will be able to reflect the rock in such a manner that feels as though the universe is conspiring against you.

Another advantage that complicated death devices give the hero is time. Spinning blades and flamethrowers are designed to strike fear into the hero’s heart long before something actually comes along to chop that heart in half – what’s the point of all the show, otherwise? But shows take time, which gives the hero a few precious seconds, minutes, or (in the most complicated devices) hours to come up with a plan to escape and stop your current wicked plot.

The simplest solution to all this is to simply shoot the hero in the head once you have him imprisoned (chest shots are also acceptable, though it will increase the chance of the hero miraculously surviving). If you need to show off your device of death, send the hero’s corpse through, then gather your minions together so you have an appreciative audience.

Thursday, February 7, 2013

Supervillain Don'ts: Sharing the Evil Plot


Supervillain Don’ts: Sharing the Evil Plot
We’ve all been there. You have the hero at your mercy, either tied up in some complicated wheel of death or simply bleeding on the ground in front of you. The plan you’ve been slaving over has worked flawlessly, as you knew it would, and you’re only seconds away from crushing the last vestiges of life out of your victim. You NEED the fool to know just how badly you’ve crushed him, to torture him in his final moments by draining him of his last vestiges of hope. Surely it will just make him suffer more if you tell him your wonderful plan, right?
In short, no.  Because the hero is still alive, even if it’s just barely, and you’ve now told him exactly what he needs to do to keep your marvelously evil plan from coming to fruition.
The moment you give the hero this information, something that will inevitably happen that will force you to leave the room for a moment. The universe, and the writers, will demand this, no matter how many times you swear you’d never be one of those idiots who walk away just as the hero is dying. Perhaps your secret fortress will be invaded, or collapse into a flaming heap around you. Perhaps one of your minions will choose this unfortunate moment to be ambitious. Either way, you will leave the room. And the hero will escape, now fully aware of everything you’re about to do.
If you don’t tell the hero, you still might not be able to keep them from escaping. But they’ll have no way to stop your plan (another supervillain don’t: leaving the door to your plotting room unlocked) and you can proceed with your villainy unchecked. It might be fun to boast to the hero when they’re at your mercy, but it’s even more fun when they’re staring at your glorious success. Once the plan is fully completed, you’ll have plenty of leisure time to share your villainous monologue with anyone you’d like.
If you do indeed manage to kill them, your chance to torment them with your plan will have admittedly passed. Your fellow supervillains will still be around, however, and watching them turn green with envy at your evil victory can be remarkably entertaining.

Thursday, January 10, 2013

So You Want to Rule the World: Don’t Get Mad, Get Clever


So You Want to Rule the World: Don’t Get Mad, Get Clever

So you probably can’t shoot the hero. Get over it. We supervillains are supposed to be clever, aren’t we? There are other ways we can make the idiot hero sorry he ever dared to go up against our evil magnificence!

One possibility is to aim for the sidekick. The sidekicks are often the smaller and, frankly, wimpier of any heroic duo, appreciated for his brains instead of his brawn (or other things, if you happen to be fighting a hero of vague sexual persuasion).

The writer is less likely to be protecting the sidekick, because even they can only stretch plausability so far. If you are lucky, the writer may even allow you to kill the sidekick, having been planning his death all along to allow his hero an emotional moment (or several) over his or her fallen friend.

This is especially likely if the sidekick is incredibly annoying - the writer may even be planning for you to kill the sidekick, just to get him the heck out of the way. It’s a good way for them to wallow in angst without killing off anyone they actually need from week to week (this can also apply to love interests, so if there’s a likely candidate in the immediate vicinity you might as well take a test shot).

Even if it isn't the sidekick's time to go to that great tacky costume shop in the sky, there's still a chance you can badly injure him. Since the sidekick's main job is to yell "watch out!" to the hero at inappropriate moments, heavy bleeding will to nothing to deter their mission. If nothing else, you can use it as a distraction while you do something far more interesting with your time.

If this doesn’t work, shoot buildings. A few explosions are great for introducing fear and trembling into the hearts of the general public. As an added bonus, the hero will be so busy rescuing members of the screaming populace from the wreckage that you can pretty much steal anything you want. If he tries to go after you instead of rescuing stupid innocents, people will blame him for not being sufficiently heroic.

Note: When planning an attack from space, the supervillain's aiming curse is somehow lessened dramatically, especially in one on one combat between ships. Photon torpedoes tend to have a rather dramatic reaction, especially when fired at a minor hero. In general, it is the only shoot-out situation which can reliably won by a villain.

Thursday, January 3, 2013

So You Want to Rule the World: The Aiming Question, pt. 1


Does this look like a happy villain?
I don't think so.
The Aiming Question, pt. 1

It is a tragic but well known prejudice against villainry that they will never be allowed to shoot the hero. No matter how many times supervillains, average guys or people doing the grunt work for supervillains try and aim at the hero (especially during a shoot-out) they will always miss.

The hero, of course, will hit your men with disabling or lethal shots at least half the time, and more so if they are slightly more intelligent than a rock. Since few heroes fall into this category, however, it’s safe to assume that approximately 50 percent of your recently hired minions will survive a run in with an average hero.

Sadly, there is no way to get around this, no matter how good a marksman a supervillain is. Writers may give villains all the witty dialogue – heroes can never deliver it properly – but they also refuse to let a hero be killed in all but a very narrow window of circumstances. The reading/viewing public has an appallingly narrow definition of a happy ending, and that generally involves truth or justice and other such nonsense. Especially in a recession, no one wants to see an enormous castle of bones or 20-foot robots capable of kicking down buildings.

One of the few exceptions to this rule are horror movies, particularly if you have a particular resentment against attractive but stupid college girls. The problem with this is that the antagonists in horror movies are pigeonholed into constant killing and menacing, which is only a small slice of the duties and rewards a supervillain is generally responsible for. If this is your niche then more power to you, but there will be no ostentatious thrones or floating castles in your future.

The second exception is mob movies, which will occasionally let an enterprising young soul parlay drugs, guns and menacing into a life of parties and attractive women. Unfortunately, these are generally booby-trapped with pernicious moral lessons, and any villain who finds himself in this situation is likely to die in a hail of bullets.

Thankfully, there’s hope. While fatally shooting the hero might not be in your immediate future, there are plenty of other ways to disable the hero while you make off with the loot. We’ll discuss some of these options in part two.

Thursday, December 6, 2012

So You Want To Rule The World: The Hiring Process


The perfect scapegoat.
The Hiring Process, or Torture is Optional

Admittedly, going through the HR process is one of the less entertaining parts of beginning one’s evil empire. Some supervillains may be able to gather people around them just on the basis of their charm and savoire-faire. However, it would be wisest to assume that this is not the case for you. Not to be rude about it or anything, but the results of such an assumption about one's self can produce some downright embarrassing results, such as big muscular men laughing at you and slapping you around like a girl. Also, the few, blessed individuals that such an approach does work for are generally to smart to assume such a thing anyway.

Simply conscripting people and forcing them to work for you is also an option, but it is a general rule that anyone makes a better employee if they are being paid. The better you want the employee to be, the more money you should pay them. This of course, doesn't count in cases of brainwashing, but it's not very cost or energy effective to use the practice on a large group of people.

Also, when someone breaks out of brainwashing, they are left with a most distressing urge to kill you, along with any employees you have tried to avoid paying. So hiring them is simply smarter.

In this economy, even a supervillain with very little mayhem to his or her name should have a relatively easy time hiring goons, technical staff, or any other employees needed in your world domination plans. Though you should  be able to access even the most legitimate employee sites, Craigslist may help you find the sort of employees that will be more comfortable with the basic requirements of lawbreaking.

True, this method won’t exactly find you the cream of the crop, but that can be solved by having the candidates meet you at an abandoned office building and having them undergo whatever tests you might find necessary (tell the rejected ones that you were casting for a reality show, and you won’t have to kill them to keep them from talking to the authorities). If they start asking about benefits, tell them you’re a start-up that is currently hiring employees only on a contract basis. Benefits, naturally, are dependent on company successes.

Note: Competitive reality shows, particularly ones such as "Survivor," may also be an interesting location to seek future employees. Though winners should be avoided - they already have money, and will have the kind of egos you don't want in underlings - those the winner has manipulated should be perfect for your purposes. This is especially true if they're muscular and not terribly bright. 

Thursday, November 29, 2012

A Handbook for Supervillains: The Joy of Minions


Note: Minions should rarely be this
colorful.
The Joy of Minions, or Why You Need Employees

As I discussed in chapter one, ruling the world is simply too large a job for just one supervillain (yes, even one as impressive as you - have you been paying any attention?) Most other worthy supervillain ambitions also fall into this category, the only possible exception being if you plan to do something with computers. (And if that's the case, then I feel it's my duty to tell you that computer-based plans for world domination don't get much further these days than scaring traditional news media. Besides, anonymity is the name of the game with hacking-based evil - the only thing you could really do under your own name is the takeover of a company, and with the economy the way it is that can be accomplished by a reasonably clever and well-funded 12 year-old).

If it helps, don’t think of them as personnel. Goons is quite a popular term, but can seem out of place if the employees aren’t suitably hulking. Minions, however, can be applied to a far wider range of staff. Minions can be made to do all sorts of dirty work, from helping to build your fortress of terror to arguing with the phone company that no, no one from this number ever made a 20 minute long distance phone call to San Quentin, and you have no idea why they would even think such a thing.

Also, they tend to be very convenient for standing in the way of bullets that would have otherwise ended up in your very attractive person (bodyguards, one of the greatest uses for minions that I have personally ever heard of) or throwing themselves on the hero in a fight. Of course, unless they are particularly impressive minions, they will be immediately defeated by the hero by something as incredibly ludicrous as a single punch to the jaw.

Yes, I know this is unfair. I completely agree with you, and would urge you to write your congressman (or have them assassinated, depending on your opinions of civic involvement) if I thought it would do any good. But it won't - it's written into the heroes contract, and there's nothing we can do about it. So I would advise you to, instead of worrying about it, allocate more minions for just that purpose, and consider every time they fall as one less bruise for you.

Also, minions endowed with a certain degree of intelligence (not as common as you might think, sadly) are great at information gathering. The obnoxiously snobby fellows with headsets and mouthpieces stationed in front of computers that always seem to be surrounding international supervillains in the movies are great examples of this. They always seem to be shouting something to whoever has been declared in charge for that particular scene, and it must be important enough that they haven't all been shot before this (though I suspect one of them is there strictly for ordering take-out). The great failsafe is for one of them to be "watching the perimeter," but any other information they should get for you is, of course, completely up to you. You can't expect me to handle everything.

As an added bonus, minions simply make you look more cool. Don't ask me why this happens, but the general thought process of anyone watching seems to be "Well, I thought he was the scum of the Earth (don't kill them at this point - it gets better) but he does seem to be able to control all these people. Oooooooh, he must be much more scary and impressive than we thought!" The fact that most of these people are here simply because you have promised to pay them a healthy sum of money (whether you'll actually deliver is entirely up to you) and they are less scrupulous then some of their fellow humans is for some reason never mentioned. For the sake of your image, I suggest you keep it that way.

Next: The Hiring Process, or Torture Is Optional

Friday, October 19, 2012

A Handbook for Supervillains: The Female Villain


So You Want to Rule the World

The Female Villain Persona, or Yes, Even Evil is Sexist

The unpleasant truth of the matter is that the majority of the world’s most well-respected supervillains are male. If you’re a woman and have an overwhelming pull towards villainry, you’re usually expected to be the girlfriend of some more powerful villain or sleep with the hero before betraying him. Sure, you get great outfits, but that’s not going to win you the kind of respect that say, subjugating a small country would.

Even the best villains fall into this trap. Talia may have been the mastermind in the latest “Dark Knight” movie, but who do we all remember? Yes, Bane. He got to make the dramatic proclamations, while she missed several opportunities for solid evil name recognition by pretending to be a good guy. This, my friend, will not get people quaking in their boots at the mention of your name. After all, branding is just important in villainry as it is in selling shoes.

 (Just a note to keep you from offending someone you shouldn't and having them convince you to apologize with a ray gun -- "villain" is still the politically correct job title for women who choose this profession. In fact, the only term still under evaluation from several joint committees on political correctness is "bad guy."

"Bad girl" was briefly considered as a replacement, but several women's rights activists in the supervillain community attending the meetings felt that the term was derisive to women and still segregated them from their peers. Since they had conveniently armed themselves before arriving, the rest of the group tended to agree with their viewpoint quickly. "Bad person" is a current favorite, though a small but vocal writer's coalition is complaining that it just doesn’t sound as catchy.)

So, my sisters in dastardly deeds, don’t let yourself fall into the “girlfriend” trap. Believe me, there will be ways to trick the hero without sleeping with him, and the other villains will respect you for it far more. If nothing else, get one of your female flunkies to sleep with him while you get to do all the dramatic grandstanding and evil rants that are some of the most solid benefits our profession has to offer. Then, when the hero thinks he’s lured your flunkie over to the good side, have her bring him to you so you can stab him. Or stab them both, and prove you’re above this whole seduction nonsense. Just because you’re a woman doesn’t mean you shouldn’t have fun with it.

Next: No Capes, or Edna Mode Was Right

Friday, October 12, 2012

A Handbook for Supervillains: Choosing a Persona


So You Want to Rule the World
Choosing a Persona, or Step Away from the Spandex
Be VERY careful with these. The object of the entire super villain persona is to strike fear into the hearts of innocent townsfolk and surrounding superheroes, not make them want to laugh their heads off.  Generally, any villainous identity that involves brightly colored spandex, killing your enemies with normally harmless items (“Fear my eggbeater of terror!”) or costumes that include anything that could easily be handed out as a party favor falls into this category.
Comedic super villains are never allowed to win, unless they are heroes or are lucky to find themselves in a gritty reboot. The place of the absurd villain is to be defeated in a comical manner, often through use of some sort of pun related to the villain’s name. These people are forced to constantly wear horrendous costumes (this is discussed in further detail later), never get a single good line of dialogue, and never, ever get the girl.
Still, even more traditional themes require a delicate balance. Death is widely seen as terrifying, but if you call yourself Mr. Death you’ll need to start piling up the bodies before you’re taken at all seriously. Trying to make yourself sound scary is often seen as an amateur move, when if you are truly scary you could be called “Florence” and people would still back away from you in terror. Instead, call yourself something something simple, such as D, and carry around a large weapon you know how to use (Not Mr. D, though. That’s just asking for trouble).
If you’re uncertain as to whether your planned villainous persona can be taken seriously, walk into an appropriately disreputable bar and introduce yourself in character. If you’re ignored or laughed at, go back and try again. If people start inching their barstools away from yours, then you have a winner.
Note: A comedic villainous personal can occasionally come in handy, such as when you want to distract the guards while you make off with [insert name of precious treasure here]. If that’s the case, then any mortally embarrassing costume that still leaves you room to maneuver should do the trick. I would suggest only using it once, however, and perhaps switch through an entire gallery of embarrassing costumes to confuse the heroes further.
Next: The Female Villain Persona, or Yes, Even Evil is Sexist

Friday, September 28, 2012

A Handbook for Supervillains: Setting Goals

So You Want to Rule the World: A Handbook for Supervillians

Chapter 2: Setting Goals

Or, Small is the New Big

This may not be as simple as it seems for the beginning supervillain. Sure, everyone says that they want world domination, but is that what they're really looking for? There are a lot more options for a forward thinking individual than current publicity today shows.

There's nothing wrong, of course, with wanting to rule the world. It's a fine goal - one your mother could be proud of, if she was the kind of woman to get a kick out of such things. Many worthy notables in the profession have shared the same goal, including several villains on Wall Street and in the entertainment industry (all bow to the great Oprah). Historical supervillains such as Attila the Hun, Ghengis Kahn, Napolean, and Alexander the Great had similar ambitions, though these later individuals had the advantage of considering the world a much smaller place then we now know it to be, so they had less territory to cover. Still, a villain who chose this as an ultimate goal would be in very worthy company.

The only problem is, they wouldn't be in particularly successful company. Because, though ruling the world is a very nice aspiration for any villain to have, it is an impossible one to actually obtain. There is no way that only one person can control the whole world, no matter how powerful or devilishly good-looking you are.

Yes, yes, I know. Cue the chorus of all supervillain hopefuls currently reading this that want to voice their heated denials to the last statement that I just made. One, two, three - "But I can do it!" There, now that we've gotten that over with, we can stop any attempts on your part to try and prove this to me, and most definitely the gratuitous boasting that is certain to go along with those attempts (not that I disapprove entirely - I myself have participated in gratuitous boasting on several occasions, and generally find it very relaxing. Now, however, is not the time), jumping right to the point where I explain why all of you are wrong.

Unless you happen to be fortunate enough to lead an alien race who sees earthlings as lower life forms and is conveniently equipped with a large and scary fleet of very well-armed spaceships (in which case, you would technically not be considered a supervillain - more like an impartial enslaving and destructive force. Most aliens aren't allowed to enjoy world domination, a stigma which will be discussed later), the entire world is simply too large a territory for one supervillain to keep an eye on. And it's impossible to truly be the complete ruler of any area unless you can be exactly certain what's going on in every area of it. The often used phrase "information is power" may be a cliche, but that doesn't mean it doesn't know what it's talking about. This is particularly true when one has to deal with pesky resistance movements.

There's no need to be upset, though. Just sit down on your great and dreadful thrones for a minute and think about this. Do you really want to rule the entire world? Or do you simply want a large enough chunk of it to keep you supplied with money, love slaves or your chosen gender, and people willing to cower and/or bow in front of you? It’s as easy to steal what you want as it is to order it handed over to you, and in small territories there’s no place for those annoying heroes to hide a secret army.

When you rule a small territory (such as a floating island or terrifying mountains stronghold) you get to lounge about and enjoy your evilness. Conquer something much bigger than that, however, and you actually have to spend time managing your holdings. That my evil young supervillain hopefuls, is code for paperwork. And if we wanted to deal with paperwork, we wouldn’t have bothered with becoming supervillains in the first place, would we?

Next: Choosing a Persona, or Step Away From the Spandex