(beat)
(beat)
Discord GM: Oh! I've got it!
DM: Well, that makes one of us.
Discord GM: No matter what, there's one major objective, isn't there? Defeating the Element bearers.
DM: In a manner of speaking. But the odds aren't good if you take them on in a straight fight.
Discord GM: Mmhmm!
DM: So... what's your plan– er, *idea* for defeating them?
Discord GM: Why, taking a page from the pony playbook... and utilizing the "power of friendship."
I can't think of a time any of my villains took a page from the pony playbook, but there was one time I had a villain take a page from the Indiana Jones playbook.
The PCs were about to kick his butt at an open market when a bunch of kids ran up to the villain and was happy to see him because he always gave them candy for behaving. This the PCs had to let him go or risk injuring children in public.
The players hated me for that, but in a "Well played" way.
My brother said one of his evil characters was retiring from adventuring and starting an orphanage. One that would train ponies to be evil, but it was also a good orphanage that cared for and treated the kids well.
...I had it in another game, and the PCs couldn't really do anything against the orphans or their caretakers. ...And eventually got geassed into adopting and being good parents.
Actually that is the big twist in the last Monkey Island game(Spoilers)- in the begining you turn the recurring undead Villain Le'Chuck alive again, also causing a plague as his evil undead esscense infects people- and he turns over a new leaf and helps you, at one point apparently showing up after doing some adventure style puzzle solving of his own right when you have used magic to absorb all the plague.
then he literally stabs you in the back absorbs not only what made him an undead voodoo wizard, but takes the artifact that did it so he can steal more and more power. His plot was to set up the hero to do all the work while learning how he did the whole point and click adventuring thing himself.
It might be leading into a version of “Keep Calm and Flutter on” where he pretends to be reforming but intending to backstab/betray/trick them. Who knows if it would work or not though.
There's been foreshadowing this is *exactly* what's happening. I'm betting they are going to "teach" him to play nice and have more fun rather than just *beat* his players.
Because they work. Heroes do often (if not always) win when fighting the evilest of evils; that's not just story. One who executes minions for the slightest of failures will wind up with less minions, and less effective minions, than one who allows minions to learn from their failures - so long as they do learn. One who cultivates allies will have more allies than one who does not. And so on.
Honestly most well made realistic villains do this to some degree imo. After all, "evil for the sake of evil" isn't really a good motivation. Since you aren't evil, just a more 'ends justify the means' type person, any means that work are good options. If that means slaying the dragon that's threatening the land, you go end the life of one giant lizard. If befriending the populace through giving them assistance gets you closer to your goal then you do that, especially if the end goal is to get them to willingly walk into something.
My favorite villain's biggest weakness was sentimentality. He was a cambion sorcerer the party found locked away in a magical prison. One of them freed him, and he began following them around for a bit. I played him as a chummy type who was always eager to corrupt a new friend by association, quick to refer to people as "dude" or "bro". He bonded with the most evil member of the party (the ranger who had freed him, naturally) and they became fast friends, much to the horror of the rest of the party. Despite how helpful and friendly he was, by the end of that dungeon crawl, it became clear that the party did not have the ability to stop him from claiming his goal directly, and that it would be Bad News for the rest of the world if he succeeded. So, the party conspired and put him in a tricky position- they held the ranger, their own party member, at gunpoint. The "good guys" put the villainous sorcerer in a position where he had to either discard his current goals, or his new friend would die permanently. He backed off in that arc and took the evil party member with him.
When the party encountered him again, more than a year out of game later, their former party member was an NPC and the sorcerer had reunited with his other old mercenary friends. I had a great deal of fun demonstrating that his "party" was even better at working as a team than the PCs.