The Very Best Villains

I’ve had a running list of my favorite villains in any medium for a while. Recently, the list was usurped by a character I’m going to call the main villain of Durarara. I’m going to avoid spoilers, because the show is great, but I really want to talk about great villains.

The Very Best Villains

First, though, I should talk about what I think makes a good villain. There are a few things that I think every truly great villain should have. A villain should be inscrutable, possibly even unpredictable, and their true motives should either be largely unknown or extremely relatable. Not being certain of how or where a villain is going to strike next is scary; as soon as you know where the next hit is coming from, the tension drains. Motives that are unknown are similarly scary, though there’s space for a villain to lay all of their cards on the table in an entirely reasonable way, which is disturbing and scary. A good villain taps into either our fear of the unknown or our fear of ourselves.

I think villains in general fall into one or two of three main categories, and should have good answers to a number of questions that you might have as the audience. Broadly, these are the categories I have in mind:

  • The Force of Nature – A Force of Nature plays into our primal fear of things stronger than ourselves. This kind of villain is immensely powerful in some way, and gets by through raw force. Sometimes it’s literally nature itself, sometimes it’s a super-strong character like the Juggernaut, sometimes it’s someone incredibly deadly, like the Cyborg Ninja from (the old) Metal Gear Solid. Their motives are unpredictable because you can’t get close, and their motivation can either be a short temper or a longstanding grudge or trauma, or simply the fact that they exist. I don’t think that Force of Nature villains on their own make terribly compelling villains, though they can often be very interesting side threats. The Primals in FFXIV are a good example of this, as they’re threatening on their own but are kind of tangential to the main thrust of the story.

The Very Best Villains

  • The Mastermind – A Mastermind plays into our cognitive fears of inadequacy and insecurity. This kind of villain is an excellent planner and is usually extremely intelligent. They often have a particular specific goal in mind and are working towards that end. They’re one step ahead of their opposition and it’s only when they trip or stumble that they can be caught. Usually, were it not for a single error or misstep, they would have handily won. A pure Mastermind can be an incredibly scary villain in certain media, though I’m a much bigger fan of the protagonist being a pure Mastermind. A lot of times, these villains have very well-thought-out motivations and are scary because it’s hard to find fault in their logic, even if the end result is appalling. They’re often brought down by a miscalculation or slight mistake, or sometimes because they become blinded by their own plans and leave exploitable holes because they get arrogant.

The Very Best Villains

  • The Manipulator –  A Manipulator plays into our social fears of betrayal and broken trust. They are masterful with words and can lie and bend the truth until it’s nearly unrecognizable, and have you believing every word. They often do very little themselves but say the right thing to the right person at the right time, or tap deeply into people’s insecurities. They’re very good at reading people and predicting them. They frequently either have the wittiest lines and make you laugh, then instantly hate yourself for laughing at this horrible person, or the scariest, able to tap directly into the protagonist’s insecurities. Their downfall tends to be when people have a change of heart or are immune to their charms or are pushed past their breaking point. These villains can have all kinds of motivations, from the apparent to the wholly unknown, and are scary because they’re so in control, even when things seem like a mess.

The Very Best Villains

Most of the best villains I can think of are two of these. Darth Vader is a Force of Nature/Manipulator, with a mix of raw power and exactly the right words to make people afraid. Sephiroth is a Force of Nature/Mastermind, with a world-spanning plan and the power to take down anyone who stands in his way. The Joker is a Mastermind/Manipulator, with both a horrific plan set in motion and the right words to the right people to push all of Batman’s buttons. Handsome Jack is another Manipulator, one of the best of the form alongside the Illusive Man. The various villainous players in both Deus Ex and Human Revolution are similarly Mastermind/Manipulators, made all the scarier because each of them has a perfectly reasonable point of view but together create a horrible mess. The Force of Nature/Manipulator type is kind of rare, but MGS’ Psycho Mantis is an excellent example, and many great ones of the type tend to have psychic or illusory powers of some form, like Emperor Palpatine, Loki and Mystique. It’s probably no real surprise that my favorite type of villain is the Mastermind/Manipulator type, though that’s also my favorite type of protagonist as well.

A good blend of categories doesn’t make a great villain by itself, though. There are a number of questions that can be asked about a really good villain that need good answers for the villain to be truly great.

  1. Is the villain influential and capable of winning?
    • There are a lot of villains that simply don’t meet this. They’re a problematic force to be sure, but usually stick around not because they have a chance of winning, but because the protagonist doesn’t give them their full attention. The Joker is a really great inversion of this, because the most effective way of dealing with him has been spun into a win for him, because he’s great at leaning on Batman’s insecurities. On the other hand, Jessie and James of Team Rocket aren’t exactly accomplishing much. A great inversion of this type is the villain who is powerless but gets their hands on a resource or piece of information that allows them to turn the tables, as in a lot of blackmail stories, or Jafar from Aladdin.
    • The Very Best Villains
  2. Is the villain realistically beatable?
    • This one is one of the reasons why villains that are all three archetypes tend not to be great– there’s no good answer to this question. A villain needs some kind of weakness to be compelling, however difficult to exploit it might be. This is even better if the villain knows their weakness and takes pains to hide or avoid it, though this is rare in the Force of Nature-type villains. A lot of times, this is a great opportunity for a plot twist. The Emperor is nigh-unbeatable, except when his most trusted servant suffers a change of heart (see: the common downfall of Manipulators).
    • The Very Best Villains
  3. Why hasn’t the villain already won?
    • You’ve got an immensely powerful individual with a plan in place, sometimes a massive network and abundant resources, possibly even an army, and they haven’t won yet. Why? This mostly applies when the villain has a particular end goal in mind other than “rule everything”, and it’s where the Mad Scientist types tend to fall behind a bit. A fairly common inversion here is settings where the villain HAS won, and is ruling the world or some significant portion of it until overthrown by the heroes. There are some great opportunities to make entirely reasonable villains here, who view the protagonist as a terrorist or someone trying to overturn the current order. This is even more potent if the protagonist has been personally wronged by an otherwise benevolent villain.The Very Best Villains
  4. Is the villain believable and relatable?
    • This is a huge one, and makes the lynchpin of the great villain question list. You’ve got to be able to believe that the villain is serious about their plans, that they have realistic goals, and they need to be relatable on some level. There shouldn’t be gaping holes in the villain’s plans or thought processes, and while some level of inscrutability is effective, making an entirely unpredictable, alien villain feels random and unfair– the very best villains will let on enough for you as the audience to realize what’s going on a moment before it happens, too late for the protagonist to do anything about it even if they knew.
    • The Very Best Villains

      not actually an example of this trope failing, this guy is amazing.

I don’t think every good work of fiction requires a great villain, or even a villain at all, but there’s something incredibly exciting about being able to put a face on problems. The villain in Durarara that I’ve come to enjoy so much shows his true colors to the audience in the second episode of the series, but continues playing a complex game throughout the series, and I love to hate him.

 

Infinity Factions: A Rundown

A few people have asked me about the various factions in Infinity, and where they should start looking. Having bought into factions in minis games that don’t really suit my playstyle, I’ve always sought out this sort of thing before jumping in, and I’m familiar enough with Infinity that I think I can write up a solid evaluation of how each faction plays. Hopefully this is helpful to some folks who were interested in taking a look at the game!

Infinity Factions: A Rundown

First, the main factions of the game. These are often referred to as “Vanilla” factions, and break down something like this:

Infinity Factions: A Rundown

ALEPH is tricky insofar as it’s relatively difficult to build highly-tuned lists for, and you’ll tend to have fewer models than your opponent. The units themselves are very much the best of the best, though, but pay a steep premium for that. There are a lot of ways to play ALEPH, but mostly you’re going to be relying on having flatly superior troops in smaller numbers. Each loss will be keenly felt, so mistakes can feel unforgiving, but a well-played ALEPH force will feel unstoppable.

Infinity Factions: A Rundown

PanO is a very straightforward shooting army– even its most basic line infantry compares with the mid-tier and elite troops of other factions when it comes to a straight gunfight. You have to get creative with objectives, though, because you have a relatively weak WIP army-wide and so may have to dedicate more resources to claiming objectives. That being said, as far as “guys what shoot dudes” go, PanO is up near the top, and has a pretty solid game elsewhere as well.

Infinity Factions: A Rundown

Yu Jing is a very well-balanced army, with a good blend of types of troops and a huge variety of playstyles. Of all the factions, they do HI, especially lots of HI, the best. I think it’s one of the best factions for a starting player, and is usually one of the ones I use for demo games. It also leaves a lot of room to grow– the higher-tier playstyles for Yu Jing take a lot of skill. You’ll feel what seems like lack of tech and tricks, but you can make up for it elsewhere.

Infinity Factions: A Rundown

Ariadna is a faction of low-tech tricks. It’s less about combos and more about refusing to meet your opponent head-on. Mostly your troops aren’t going to be quite as good as your opponent’s, but you’re going to have more of them and they’ll be good enough. Ariadna excels at playing multiple groups (in fact, it’s hard not to) and is good at catching your opponent off-guard. You mostly don’t want to get into straight firefights, as outside of a few units you’re likely to be outclassed. Camo and other tricks will win you the day here.

Infinity Factions: A Rundown

Nomads are like Ariadna with technology. You still largely don’t want to engage your opponent in a straight fight, but you have a lot of tricks to make sure that happens. These come with a cost, so you’re less likely to be running quite as many models as an Ariadna player, but you have access to some unparalleled infowar and some very effective troops who are quite good at ensuring you don’t fight a straight-up fight.

Infinity Factions: A Rundown

Haqqislam is a relatively low-tech faction that’s very middle-of-the-road in a lot of ways. An abundance of WIP 14 means Haqq specialists are excellent at whatever they try to do, particularly their doctors. Haqq has a great big fat middle, as it were, with an abundance of strong mid-tier troops. There are a number of interesting tricks that can be played within Haqq, and a lot of the power of Haqq comes from understanding special weapon types and special skills and knowing how to get Doctors where you need them. A careful balance of Regular and Irregular orders is a big part of Haqq.

Infinity Factions: A Rundown

The Combined Army is a pretty varied faction, from the Camo-heavy Shasvastii to the straightforward, stompy Morats. Like ALEPH, you’re going to keenly feel your losses, because your troops tend to be more expensive, but it’s less difficult to get work out of them because they tend to be more focused on a singular thing. This focus can be a problem when you find yourself trying to cram a square peg into a round hold, but you’ll often still be able to pull it off through brute force or sheer bloody-mindedness.

Infinity Factions: A Rundown

Tohaa is a faction of surprisingly durable troops (thanks to Symbiont Armor) who are otherwise fairly middle-of-the-road with a few stand-out exceptions, but that added durability makes troops that would be relatively simple and uninteresting in other factions into forces that can punch way above their weight class. To play them properly, however, you need to have a very solid understanding of linkteams and particularly the special Fireteam: Tohaa rule, as well as being careful to pay attention to how certain types of ammunition work (notably: Viral and Fire). They’re straightforward and strong, though, with some truly excellent troops.

In addition to the “Vanilla” factions, each faction also has a smaller subset of unit options called “Sectorials”. These are optional subsets of the main faction that offer a more limited troop selection (though they usually you to take more of each unit) and unlock a special rule that allows you to “link” troops together. Linkteams take low- to medium-end (and in some cases high-end) troops and put them together in a unit that acts as one, giving them significant bonuses at the cost of having to stay relatively close to one another. They balance out the more limited troop selection of sectorials and give you some neat flavor within each faction.

Without further ado, the sectorials (asterisks next to ones I haven’t personally played, take those blurbs with a grain of salt):

ALEPH Sectorial(s)

Infinity Factions: A Rundown

Steel Phalanx (SP, Greeks) is the single ALEPH sectorial, and has a very heavy focus on special characters. Your troop options for this sectorial are very limited and while it has outstanding troops, it can be somewhat predictable. That doesn’t preclude it from being extremely powerful though; just because your opponent can predict what’s coming doesn’t mean they can do anything about it. SP feels a lot like ALEPH minus the tricks, though do be careful to understand its special rules.

 

PanOceania Sectorials

Infinity Factions: A Rundown

Neoterra (Neoterran Capitaline Army, NCA) is the fancy toys sectorial of PanO. It’s got basically all of the fancy high-tech stuff you might want to play, but has a relatively limited troop selection and relatively little variance in the ways you can effectively build it. There’s still enough meat there to have a lot of fun, though, and it really does have all of the fun toys. It’s also the closest PanO can get to a swarm list, with abundant Auxilia.

Infinity Factions: A Rundown

The Acontecimento Shock Army (ASA) is, in concept, the more punchy, more straightforward in-your-face side of the PanOceanian sectorials. It has access to some decent delivery systems for mostly closer-range troops, as well as droptroops and some loaner ALEPH infiltrators. That having been said, it has a VERY limited troop selection and doesn’t really have a strong mechanical identity compared to the other PanO sectorials. The core ‘interesting unit’ in the army is the Bagh Mari, which isn’t all that exciting, and the Regulars pay too much for special options, though they have some neat ones (Sensor). Not necessarily something I would recommend for a new player, unless you REALLY love the theme.

Infinity Factions: A Rundown

Military Orders (MO) is the PanO answer to Yu Jing’s heavy infantry. Lots of HI Knights and troop support for said knights. There are a bunch of interesting options here, but be aware that Knight units cost a lot of points, so focusing a list wholly on cool HI Knights is going to leave you relatively few points for anything else. That De Ferzen/Joan/Hospitaller link is pretty sweet, though, and you can even run it and still get a full 10 orders and specialists in your list.

 

Yu Jing Sectorials

Infinity Factions: A Rundown

The Japanese Sectorial Army (JSA) is one of the first things people think of when they think of Yu Jing, though it’s not representative of the faction as a whole. JSA is the faction of cheap troops, anime legends, and really interesting tools. It has some of the most varied listbuilding options of any sectorial in any faction, and has several very functional viable linkteam options, as well as a deceptively fast punch. No one troop defines JSA, but the big stand-outs are the Aragoto (the Hacker being arguably one of the best specialists in the game), the Haramaki (scary-powerful HI link at an obscenely low price), the Oniwaban-tier ninjas (Oniwaban, Shinobu, Saito Togan who, played well, can make your opponent legitimately fear TO Camo), and the Kempeitai, a cheap, easy to include Chain of Command unit that lets you get away with hilariously aggressive Lieutenants, hard to do elsewhere.

Infinity Factions: A Rundown

The Imperial Service (ISS) is the other side of the Yu Jing sectorial coin, and is more focused on the secret police/inquisition side of things. It’s probably the best faction at discovering Camo, with abundant MSV2 and Sensor options, allowing redundancy and smoke tricks, and can also run a nasty linkteam in the form of the Wu Ming, who are probably the best HI link in the game and might compete for best linkteam in the game for ITS. Relatively expensive specialists who don’t always have delivery systems are a problem for this faction– expect to bring in an ALEPH Sophotect and a Ninja Hacker if you want full specialist coverage.

 

Ariadna Sectorials

Infinity Factions: A Rundown

The Merovingian Rapid Response Force (Merovingia, MRRF) is the higher-tech sectorial of Ariadna. They’ve got the money, they can buy/hire whoever they want. If you want hackers and/or TAGs in your Ariadna force, MRRF is the way to go. They also benefit from some strong linkteam options and increased AVA on some of the better troops in Ariadna, especially the Chasseur.

Infinity Factions: A Rundown

*The Caledonian Highlander Army (CHA, Scots) is the even-lower-tech sectorial for Ariadna. Lots of cheap troops and linkteams, and a decent chance you’re going to hugely outnumber your opponent. What you lack in focus or raw power you make up for in numbers and smoke. While your specialist options are limited, you have enough smoke grenades in the list to be able to deliver whatever you need. Get good with smoke if you want to play CHA, is what I’m saying, and MSV2 is going to be a serious problem for you.

Infinity Factions: A Rundown

*USAriadna is the newest Ariadna sectorial, and hasn’t seen enough playtime for me to boil it down to a pithy blurb. It’s a good middle ground between MRRF and CHA, and has a bunch of interesting, fun troops available to it. Decent linkteam options and the Ariadna signature Camo give it a solid footing, and motorcycles (esp. specialists) are awesome, ask any JSA player.

 

Nomad Sectorials

Infinity Factions: A Rundown

Corregidor Jurisdictional Command (Corregidor, CJC) is the brute force side of the Nomad army. It excels at solid, punchy troops and effective droptroops. There are some solid options for linkteams that will do a lot of work for you, and if you feel like playing Corregidor, looking for those links that you want to run is key. Nomads tend to be stronger and more versatile in Vanilla if you aren’t intending to run linkteams, but there are some options in Corregidor (even the humble Alguaciles) that make for solid options. If Mobile Brigada magically get a specialist option, Corregidor will be pretty nasty.

Infinity Factions: A Rundown

Bakunin Jurisdictional Command (Bakunin) is where the weirder Nomad stuff lives. Combat-ready battle priestesses, face-punchy HI Riot Grrls, and an abundance of infiltrating Camo (Zeros, Prowlers) as well as the various warband troops make Bakunin a strong if weird option. Lots of special rules here that you need to make the most of to succeed, though you can hit an enemy on a variety of unexpected fronts all at once with Bakunin. A solid hacking game, access to the best Doctor and Engineer in the game, some great infiltrating Camo, and other fun toys make Bakunin varied and interesting.

 

Haqqislam Sectorials

Infinity Factions: A Rundown

Hassassin Bahram (HB) is the sectorial for the Haqqislamite religious sect of assassins. They have elite, carefully trained troops who are good at specific tasks, supported by untrained militia and a small number of trained supporting troops. Each type of Hassassin has a relatively singular focus, and there are a couple of interesting linkteam options within this sectorial. Specialists are a little hard to come by, but can be effective, and good use of HB relies upon clever use of irregular troops and smart trades with your Impersonators. Leave your opponent on the ropes early and you can get a lot of work done, but beware of getting put on the back foot; it can be somewhat hard to recover.

Infinity Factions: A Rundown

Qapu Khalqi (QK) is a more mercenary side of Haqqislam. They have an abundance of interesting link options and can even run multiple links with Haris, and have access to a lot of mercenary troops. They also have cheap, interesting linkteam filler in the form of Hafza, who can blend into any linkteam in QK. Lots of fun options abound, but be aware that you still need to accomplish objectives, and linkteams can be a bit limited in that regard.

 

Combined Army Sectorials

Infinity Factions: A Rundown

*The Shasvastii Expeditionary Force (Shas, does anyone refer to them as the SEF?) is the sneaky, tricky side of the Combined Army. They sit somewhere in between Nomads and Ariadna in terms of playstyle, and in my opinion kind of suffer for it. Plenty of solid specialists abound, as does a lot of camo, but the troops are weirdly expensive and it leaves you without quite the trickiness of Nomads. Not a sectorial I would recommend for a new player, unless you really absolutely must play sneaky space bugs and for some reason disdain the rest of Combined. Sorry Shas players, but alongside ASA, this is a sectorial I don’t recommend (at the moment; it appears to be getting a revamp).

Infinity Factions: A Rundown

*The Morat Aggression Force (Morats, MAF) is the less subtle side of the Combined Army. You’re looking at straightforward and stompy here, and a lot of troops that want to do that thing. You’ve got some interesting linkteam choices and really just a lot of straightforward blasting. You can get outmaneuvered by a canny opponent, which is always a risk in Infinity, but you’ve got a lot of fun toys here for the unsubtle approach. Also, space Oni, who doesn’t love that?

 

Tohaa has no sectorials (yet!)

Hope this helps! If anyone is interested in Infinity, I’m happy to answer other questions Infinity Factions: A Rundown

(Image credit: this thread — http://infinitytheforums.com/forum/topic/25308-3rd-edition-unit-logos-in-vector-format/ )

Wanting More Of The Same

Shadowrun: Hong Kong dropped on Thursday, and I beat it Sunday night. For anyone measuring games by hours played, I clocked 35 hours in it of which I was actively playing probably about 25-28. I definitely did not see everything the game had to offer, and I’m going to write more about it specifically a bit later, but if you liked the previous games, this is yet another improvement on the series.

Wanting More Of The Same

I really love the Harebrained Schemes’ Shadowrun games; each new one focuses on improving the weaknesses of the previous one while still doing some new stuff. What I want when I get a new one is, essentially, more of the same, just a little fancier. It’s worth noting that I play more or less the same character when I jump into it, too, and I still find each one interesting and fun.

I’m trying to wrap my head around why I’m so happy with a new Shadowrun game that is, for all intents and purposes, more of the same, yet I got tired with the Assassin’s Creed series, despite it branching out a lot more. In a similar vein, I grew tired of Rock Band releases but I pick up each new Civilization game.

Wanting More Of The Same

Assassin’s Creed 4 holds the answer for me. After the story arc of Desmond completed in AC3 (full disclosure: I never beat AC3 as I was kind of tired of the series), AC4 picks up with a new story and a new set of characters. It’s more self-contained and shows me a different slice of the world. Similarly, Shadowrun games reboot with each one, introducing me to a new piece of the setting and a new story and characters. Each new Civ game is a new set of mechanics with a new world to, well, civilize (and I especially liked Civ: Beyond Earth because it was sci-fi).

I want new stories and new characters once I’ve had the catharsis of finishing a story arc. My favorite book series is Terry Pratchett’s Discworld, which jumps to new characters and new slices of the world constantly. I love the original Star wars trilogy, but for all that people raved over the Thrawn books, I never got into them, because I felt like the story of those characters was done. I didn’t need any more (and, indeed, the return of ‘classic’ characters in the upcoming Episode 7 is the least interesting thing about it for me).

Wanting More Of The Same

I tend to lose interest when I have to wait for a show to release episodes– things aren’t moving quickly enough for me and I’d prefer to experience it all at once, or in big, super-immersive chunks. When I engage with a story, I dive deep, and I want the whole thing. It’s one of the reasons that I have trouble with games and stories that’re thin or very what-you-see-is-what-you-get. I want worlds that leave a lot to my imagination and let it run wild with the possibilities, and get frustrated when there isn’t enough for me to really sink my teeth into. I think it’s why I had so much fun with Transistor and was frustrated by the ending of There Came an Echo– I felt like the former left a really big world with a lot of weird cool stories that I only got to see hints of, whereas the latter opened the curtains a little too much and just told me everything, eliminating any space for my imagination to wander through.

I think a story is made up of both what it tells and what it doesn’t tell, and both are important. As Kodra likes to put it, those parts of the story that aren’t told are where fanfic lives, and I think he’s dead on. It’s a place for the imagination to run wild, and as a storyteller it’s important for me to leave some stories told and others untold– sometimes you want to leave some things to the imagination.

Wanting More Of The Same

When something captures my attention and shows me a piece of a big world, I want more of that, and as long as I can get more bits without feeling like it’s gotten same-y, I’m hooked and want more of the same. I don’t think this is such a bad thing, though I understand when people get bored of the same sort of game. I also think I lean very heavily towards preferring untold stories that are merely hinted at. It’s how I get inspired for my own creative work, and I can’t be disappointed by a story that exists only in my imagination.

That is, I think, what I love about the Shadowrun series– it’s a simple story with lots of branches that are chock-full of suggested-but-untold stories, leaving my mind to fill in the rest. One of the best tabletop games I’ve ever run was built on setting up the potential untold stories that occur before you finish character creation in an MMO– how did you get to where you were when you started the game? I got to tell that story right up until the launch of SWTOR, at which point (most of) my players were able to go straight into the game with a character they felt strongly about, that was well-defined and interesting.

It was a great experience, and one I’d love to do again given the opportunity. It would, of course, require that my players wanted more of the same as well. I’ve got some time to think about it– we’re still hip-deep in another game that’s yet to fully unfold.

A Few Words

Communication is a skill. It’s often overlooked in favor of other, more tangible skills, ones you can build things with, or affect change in a direct, physical way. It’s a common trend to be suspicious of communication, and of people with communication skills– “speaking too well” is a quick way to lose trust among a certain type of person.

A Few Words

Ask anyone whose job is communicating with people for a living, I’m especially thinking of the people whose job it is to keep people happy en masse here, and they’ll tell you that words are important, and matter as much or more than those tangible skills. The most competent technical team in the world can’t get players to trust a game if the community and support staff aren’t on the ball, and solid communications from the right teams can buy the bugfixing crew enough time to put in the right solutions the right way. Don’t fall into the trap of thinking those teams are less notable or valuable because their main interface is with words and not code.

Words are powerful. The scammers of the world know this, and it’s why the most effective security breaches don’t come from fancy technology or expert hacking or some kind of Hollywood agility– they come from words. We’re human; we’re wired to respond to words, and they can sink deeply and unexpectedly. It’s why we’re suspicious of people who are good with words– we’re so happy to receive the right words and we’re so afraid that the words are a lie. Someone can show you their computer hacking skills and they’re less likely to be shunned than someone who demonstrates that they’re a master manipulator. Same worrying potential breach of trust, but one sinks in deeper.

A Few Words

And yet, those words have power for a reason. The best boss I’ve ever had called me into his office for my annual review. He told me he thought I was too harsh on myself, but that I had a lot of potential. He suggested I look into team leadership as a career path, previously something I had only done for fun. It was a small sentence, a few words for a long-term goal. I already knew I was capable of leading; I’d been doing it for years and the people I led would ask me to keep doing it, and to lead other teams. What I didn’t have was validation of that capability, the bridge between what I did successfully for fun and what I could build a career from. A few little words sparked a fire.

Another boss I’ve had told me I was arrogant for disagreeing with them. They made a point to describe my skills as subpar and my insights lacking in substance. Those words sunk in deep as well, and left me uncertain of myself for a long time. The urge here is to lash out, to riposte, even after the fact, and use my own words to deny those ones that hurt so much. It’s something I’ve done, and it’s never been productive. Words are powerful, and wasting them that way is a poor use of a skill. Instead, I’ve tried to use those words to understand. It wasn’t a lesson learned quickly or elegantly, but in the end I learned to stay detached and keep words from getting too close, unless I let them.

A Few Words

An unexpected friend suggested that I was too detached, too analytical. When I spoke, I offered deep insights to other people but revealed almost nothing about myself. I used my words well, but hid myself in them. It made me unapproachable, distant, and a little frightening. It was another lesson learned, more change wrought from words. I’ve slowly become a more complete person, and of all the skills I’ve turned my mind towards learning, none have been so influential as a few words from the right person at the right time.

One last anecdote: A friend contacted me, out of the blue, after not having spoken for nearly ten years. I remembered them, because I try my best not to forget people, but I couldn’t imagine why I would be similarly remembered. We’d barely hung out, maybe once or twice ever, and I couldn’t remember what we’d talked about. Something I’d said had resonated, though, and made it worth seeking me out after a decade. Honestly, it was scary for me. To think that some forgotten words I’d said ten years ago had enough of an impact on someone else to find me after all the time suggests that I’d left a deep impression without realizing it. It really bothered me, because I feel responsible for the ways in which I affect other people, and doing so unconsciously or without intending to felt irresponsible.

A Few Words

However, I have to remind myself of the times I’ve been affected deeply by someone else’s words. I don’t get to pick what words other people say, and I don’t get to pick how people react to the things I say. All I can do is be aware of how I’m using my words and to be honest, genuine, and open-minded with people, and to share the things I’m thinking. I don’t know when the right words will come at the right time for someone else.

As I like to tell my puppy: use your words. Communication is key, and letting people know how you’re feeling and what you’re thinking is important. Let someone else know what’s awesome about them, or what you see when you look at them. It’s a great way to learn more than you ever thought you could about another person.

When I briefly scan a friends list, I see a few things…

…a quietly confident anchor for the team.

…an unshakably optimistic caregiver.

…the ideal teammate.

…a laughing jester who will be the first to have your back.

…a constant yet practical brightener of days.

…a timid voice with an underlying strength of conviction that makes me rethink my beliefs.

…a person who deserves better.

…a hand that will help me up and hold me steady, but still point at where I’ve slipped and fallen.

…a potent mirror of truth.

…a pillar of the community whose biggest fear is not living up to their own expectations of themselves.

…and, among others, my very best friends.

What do you see?