Villain PR manager
Doctor Calamity is trending again, and not in a good way. Handle ten escalating scandals without getting him cancelled or breaking his fragile villain ego.
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How to play Villain PR manager
You are the public relations manager for Doctor Calamity, a supervillain who cannot stop generating scandals. Each run deals you ten of them, starting mild (he was photographed helping ducklings) and escalating to career-enders (he shrank the stadium an hour before the cup final). Every scandal offers four PR moves. Each move shifts two meters: public opinion and the villain's ego. If opinion hits zero he is cancelled. If his ego hits zero he quits villainy and takes up gardening. Survive all ten scandals and your final meters decide the ending: redemption arc, merch empire, or something in between.
Tips
- Honesty polls surprisingly well but it drains the villain's ego, spend it wisely
- Merch fixes almost anything, doom toasters have saved entire careers
- Blaming the hero almost always backfires, he is annoyingly likeable
- Scandals escalate through the run, keep some goodwill in reserve for the finale
About Villain PR manager
Villain PR manager is a decision game about the hardest job in fiction: keeping a supervillain employable. Doctor Calamity is not evil so much as chronically embarrassing. His doomsday device was a toaster. His getaway blimp did 15 kilometres per hour while police walked alongside making small talk. Your job is spin. The game runs on two meters that constantly pull against each other, because what the public loves (apologies, humility, charity bake sales) is exactly what a villain's ego cannot survive. Ten scandals per run, several distinct endings, and outcome text that treats every disaster with the seriousness it deserves, which is none.
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