Vigil, a violent superhero role-playing game
The dark temptation of taking justice into your own hands
Have you ever fantasized about becoming a night vigilante, clad in a suit that conceals your identity while dispensing your own version of justice? If the shadows of Batman or the Punisher’s relentless code have made you wonder what it would be like to enter that morally ambiguous world, there’s a role-playing game specifically designed to explore that fantasy to its ultimate—and disturbing—consequences.
Ron Edwards, a legendary figure in the world of independent role-playing games, has created Vigil, a system that not only allows you to embody a vigilante but immerses you in the psychological degradation that comes with becoming judge, jury, and executioner. Unlike other superhero games that seek to emulate any type of fantastic adventure, Vigil has a specific focus: exploring the motivations, moral boundaries, and the price paid by those who decide that the judicial system is not enough.

When vengeance disguises itself as justice
The proposition of Vigil stands out for its honesty from the beginning. It doesn’t claim to be a generic engine for creating any type of superhero story. Its goal is much more concrete and powerful: to narrate the stories of those who, driven by a sense of justice practically indistinguishable from revenge, decide to act outside the law. These characters assume alternative identities, names that are often imposed on them by the press or street rumors, becoming symbols that transcend their original humanity.
This transformation from person to symbol is not simply cosmetic. Vigil meticulously examines how adopting a mask—literal or figurative—can gradually erode the individual’s original identity. How far can someone pursue justice before becoming what they fight against? Is it possible to maintain humanity when one decides to operate outside the social norms that define what we consider human? Click here to explore how professional artists express the duality of identity in their illustrations, a fundamental element for understanding the psychological depth of vigilantes.

From classic heroism to violent justice: the evolution of role-playing games
For those familiar with the landscape of superhero role-playing games, the name Champions probably resonates as an unavoidable reference. For decades, this system dominated the superhero RPG market, and Ron Edwards himself dedicated countless hours to its games during the 80s and 90s. In fact, before the pandemic, Edwards was selected to develop an updated version called Champions Now.
However, the mechanical DNA of Vigil doesn’t come from Champions, but from a much darker and lesser-known game: The Path of Journeys. This rarity from the world of independent games had a limited run of just 200 copies, which quickly sold out during GenCon 2007, the most important role-playing game convention in the United States, held in Indiana.

The erosion of identity as a game mechanic
The Path of Journeys represents an alternative and disturbing vision of the classic “Hero’s Journey” theorized by Joseph Campbell. This anthropologist and mythologist, whose ideas powerfully influenced George Lucas in the creation of Star Wars, proposed that all cultures share similar mythical structures in their heroic tales. In the mentioned role-playing game, set in a vaguely Arthurian medieval fantasy world, characters must go through a traumatic version of this narrative structure.
What’s truly innovative about this system is its inverse approach to statistics: the lower the numerical value of an attribute, the more powerful or intense it becomes. Characters start with moderate values, around 4 or 5, and as they progress on their journey, these numbers decrease until reaching 1 or even 0, representing almost absolute power but at a tremendous cost.

Each of these statistics is linked to descriptive phrases that players write about their characters, reflecting values, motivations, and moral complexities. At the beginning of the adventure, these descriptions are verbose, full of nuances and exceptions. But as the game progresses and the numerical values decrease—increasing the character’s power—the phrases must be systematically reduced, eliminating words until reaching concise and absolute expressions. This process represents the simplification of the hero’s personality, their reduction to increasingly rigid and unbreakable principles.
Ron Edwards saw in this mechanism of psychological erosion the perfect vehicle for narrating stories of vigilantes. After all, what is a vigilante if not someone who has reduced the moral complexity of the world to a simple equation of good versus evil? Discover here practical exercises to represent the emotional evolution of characters through drawing, an essential skill for those who want to visually explore this progressive inner transformation.

The golden age of vigilantes in comics: the inspiration behind Vigil
To fully understand the heart of Vigil, we must go back to a specific period in the history of American comics. Between the late 1970s and mid-1980s, a current of authors emerged who were obsessed with the intersection between justice and violence. Figures like Denny O’Neil and Frank Miller transformed characters such as Batman, The Question, Daredevil, Moon Knight, and The Punisher, taking them to darker and morally ambiguous narrative territories.
These creators, deeply influenced by martial arts and Eastern philosophy, posed fundamental ethical dilemmas to their characters: Is it justifiable to kill a criminal to prevent future crimes? What does constant violence do to the psyche of the one who exercises it, even for noble causes? How does one maintain sanity when fighting against a seemingly inexhaustible systemic corruption?
The visual aesthetic of this era also marked a turning point in superhero comics. Degraded urban settings, dramatic lighting inspired by film noir, and the graphic representation of violence all contributed to creating a subtype of superhero narrative that questioned the very foundations of the genre. Artists developed specific techniques to convey the moral tension of their characters: deep shadows that partially devoured faces, distorted perspectives that symbolized the altered perception of reality, and an anatomy that emphasized both the fragility and destructive potential of the human body. Want to master these visual narrative techniques? Find specialized resources here.

Shared hatred as a narrative engine
The process of creating a game of Vigil begins with a provocative premise: players must collectively define what they hate. This hatred is not simply a fictional construct for the characters; it must be genuine and shared by all the real participants sitting at the table. It must be linked to some real-world injustice that they would genuinely like to change.
This design decision is revolutionary in the realm of role-playing games. While most systems seek to create a clear separation between player and character, Vigil deliberately blurs that line, turning authentic indignation into fuel for the narrative. The game invites us to ask ourselves: if we had the power to confront what we consider unjust, how far would we be willing to go?
With this common hatred as a foundation, players build their characters by answering fundamental questions: Does he use weapons? Is he willing to kill? Does he possess superhuman abilities? These decisions are not merely tactical, but deeply ethical. A vigilante armed with non-lethal technology faces different dilemmas than one who wields firearms. A vigilante with supernatural powers must consider the implications of his inherent advantage over the rest of humanity.

After answering these questions, each player writes the phrase that defines their character—that same phrase destined to be progressively reduced as the vigilante immerses themselves deeper into their crusade. These initial statements are usually elevated ideals, noble principles that justify exceptional actions: “I use my military training to protect the innocent whom the judicial system has failed to defend, always within limits that allow me to reconcile with my actions.” As the game progresses, this phrase could be reduced to something much more disturbing: “I use my training to punish those who deserve it.”
Solitary vigilantes in a shared world
A fascinating aspect of Vigil is that, unlike most superhero role-playing games, it doesn’t presuppose that the characters form a cohesive team. In fact, the game is designed for each vigilante to operate primarily alone, facing their own internal and external demons.
This decision faithfully reflects the reality of vigilantes in classic comics. Batman, Daredevil, or The Punisher rarely formed part of permanent teams; their personal crusades led them down paths too dark to be shared. When these characters crossed paths with other heroes, these encounters usually generated tension and conflict rather than camaraderie.
However, Vigil leaves open the possibility for characters to meet, temporarily cooperate, or even come into direct conflict. These interactions emerge organically during the game, determined by the players’ decisions and the situations presented by the game master. A vigilante willing to kill might confront another who considers life sacred, even that of criminals. Two vigilantes might join forces against a common threat, only to separate later due to irreconcilable differences in their methods. Explore advanced methods for illustrating dynamic confrontations between characters with contrasting visual styles.

Narrative emerges from decisions, not from a predetermined script
As with all games designed by Ron Edwards, Vigil rejects the traditional approach where the game master prepares a linear story that players must follow. Instead, the system provides tools to facilitate the creation of scenes and the natural transition between them, allowing the narrative to emerge organically from the characters’ decisions.
Scenes in Vigil are categorized into three main types: confrontations (where vigilantes meet their antagonists), investigations (where they gather crucial information), and personal scenes (where they explore the consequences of their actions on their civilian identities and relationships). This structure provides a narrative rhythm that effectively emulates vigilante comics, alternating moments of intense action with introspective reflection.
The true central conflict of the game is not in the fight against external villains, but in the internal battle that each character wages. Players must constantly decide how much of their original humanity they are willing to sacrifice to achieve their goals. Each victory against crime has a price, mechanically represented by the erosion of those descriptive phrases that define their identity.

A dark mirror of our justice impulses
Vigil transcends the simple gaming experience to become a profound commentary on the nature of justice and the role of violence in our society. By allowing players to give free rein to their fantasies of directly confronting evils such as drug trafficking, political corruption, or human trafficking, the game satisfies a certain cathartic impulse inherent to human beings. Who hasn’t wished, at some point, to have the power to correct a flagrant injustice that the system seems unable to address?
However, as characters sink deeper into their personal crusades, the system relentlessly reveals the cost of such actions. The progressive simplification of descriptive phrases acts as a mirror reflecting the gradual loss of moral nuances, the dehumanization of the vigilante who, in their quest to protect humanity, loses touch with their own.
This game mechanism allows Vigil to pose uncomfortable but essential questions: Can violence, even when motivated by noble intentions, lead to a more just world? Or is it doomed to perpetuate destructive cycles? Is it possible to maintain absolute moral principles when operating in the gray margins of society? Are you passionate about visual narrative with psychological depth? Enter here and discover tools to take your characters to the next level.
The hero’s transformation as the price of power
At the philosophical core of Vigil we find a reflection on power and its consequences. Unlike many other role-playing games where characters become more powerful without apparent negative effects, here each increase in capability comes accompanied by an internal transformation. Vigilantes don’t just become more lethal or efficient; they become something different from what they were when they started their path.
This gradual metamorphosis evokes the transformations of iconic comic book characters: Frank Castle leaving behind his identity as a family man and veteran to become the embodiment of vengeance as The Punisher; Bruce Wayne subordinating every aspect of his life to his mission as Batman until the mask becomes more real than the face beneath; Matt Murdock progressively losing his Catholic faith while Daredevil immerses himself deeper into violence.
The Vigil system offers an immersive experience that allows players not only to imagine these processes but to viscerally feel how each decision takes their characters further from the safe shore of conventional morality. The growing simplicity of the phrases that define their characters reflects how the nuances and exceptions that make morality human are being replaced by unbreakable categorical imperatives.
A constant dialogue between fiction and reality
Perhaps the most fascinating aspect of Vigil is how it establishes a constant dialogue between superhero fiction and social reality. By requiring players to begin by identifying something they genuinely hate about the real world, the game eliminates the comfortable distance we usually maintain with our power fantasies.
This direct connection to real injustices means that Vigil sessions can transform into spaces for collective reflection on social problems. A table that chooses child abuse as its focus will explore different ethical dimensions than another centered on political corruption or police brutality. In each case, the system forces participants to consider not only what actions their characters would take, but what implications these violent interventions would have in a broader social context.
At the same time, Vigil reminds us why vigilantes continue to fascinate us in popular culture. From Batman to The Punisher, from V for Vendetta to Watchmen, these characters embody a fundamental tension in our democratic societies: the gap between our ideals of justice and the imperfections of the systems created to implement it. Discover how the best illustrators capture this moral tension in every stroke and composition.
Beyond entertainment: Vigil as a space for ethical reflection
Ultimately, Vigil demonstrates the potential of role-playing games to transcend mere entertainment and become spaces for shared ethical exploration. Through its innovative mechanics, the game invites us to examine not only what it means to be a hero, but what it means to seek justice in an imperfect world.
For those interested in narrative, sequential art, or simply in better understanding the moral dilemmas faced by characters like Batman or Daredevil, Vigil offers an unparalleled immersive experience. Far from glorifying vigilante violence, the game presents it in all its problematic complexity, allowing us to explore its consequences from a safe but meaningful distance.
In an era where superhero narratives dominate global popular culture, Vigil reminds us that these stories can be much more than simple power fantasies. They can be vehicles for confronting fundamental questions about justice, violence, and the personal price of trying to change the world by force.


