Posts Tagged ‘treachery’

To my own shock and horror, I realised this weekend that most of us love a traitor. And it got me thinking – why is that?

Don’t Hate the Player

This whole line of thought started with a board game, or more accurately three board games. On Saturday I was at Stabcon, my local twice-yearly gaming convention. I spent most of the day playing games of back-stabbing and treachery, and relishing every moment.

Despite the box, my friends insisted that I play with my shirt on. Apparently writing ‘abs’ on my chest in biro isn’t the same as having the real thing.

First some friends and I played Spartacus, the game of the TV show, in which you play Roman families trying to outmanoeuvre each other for profit while casually throwing gladiators and slaves to their deaths.

Then it was One Night Werewolf, the speedy version of the classic game of bluffing, gruesome murder and rushed lynchings, in which players are either werewolves or villagers, and your only aim is to live through the night.

Finally I sat down to play Battlestar Galactica, based on the modern version of the sci-fi show. It’s a cooperative game, in which the remnants of humanity look for a promised land – sounds much nicer, right? Except that one or two of you are secretly cylons, murderous robots trying not to get caught while you plot your comrades’ downfall. We survived, to the immense relief of most of the players, but it’s a tense game in which one false move can see you locked forever in the brig or mankind doomed to starvation.

Pick Me! I’ll Be The Baddy!

Two things about these games made me ponder the appeal of treachery.

First is the obvious the games are all driven by trickery and double dealing, and they’re all fun to play. Even as my friend Matt destroyed my Roman household’s reputation, I took great relish in declaring my intention to take bloody revenge (in the game, of course – there were no beatings in the hotel car park).

But the choices of characters people made were also revealing. In Werewolf, nobody chooses to be the werewolves, but everyone knows they’re the most fun. If you’re playing Battlestar, Gaius Baltar is always one of the first characters picked, because fans of the show love the conniving and egotistical scientist who accidentally doomed mankind. Similarly in Spartacus, anyone who’s watched the show wants to be Batiatus, even though he’s one of the hardest characters to play. After all, he’s the fun one.

For The Love Of Conflict

But I don’t think this is just about our love of villains. I think it’s about the value of conflict.

These games are fun not because every single action is a fight for dominance, but because even acts of cooperation could have schemes and conflicts hidden beneath them. It means that every moment is exciting, because every moment is filled with suspicion.

Similarly, these favourite characters are constantly in conflict with the others in their stories. That makes them more fun to watch and to be. In real life, we strive to be helpful people. But in stories and games, when it’s all about aesthetics, picking fights is way more fun. It’s why I swore vengeance on Matt – if I couldn’t win, I could at least have fun going down fighting.

So there you have it – my theory of why treachery makes for great stories. From the classic example of Long John Silver selling out both sides in Treasure Island, to Littlefinger’s duplicitous shenanigans in Game of Thrones, treachery means we see conflict even where there is none, and that makes everything exciting.

What do you think? And who are your favourite traitors, historical or fictional? Share your thoughts in the comments.