I’m enjoying Burn Notice on a lot of different levels. There’s the writing of course, which doesn’t make me laugh out loud so much as keep me smiling despite the awful things depicted in its stories. Sometimes, it feels like watching the Pretender (and Michael Weston is played by the guy who was Jarod’s brother…).

And there are the characters. Apart from the main cast, it feels like everyone falls within a pretty respectable spectrum of idiots, fools, morons, patsies, average Janes and Joes, jerks, thugs, ne’er-do-wells, and psychopaths, with the occasional nice person. It feels like the characters are aware of what they’re doing, and why.

So, it’s also completely believable that some of the characters who the cast crosses paths with might return as enemies, or at the very least, antagonists. The cast doesn’t always tie up the loose ends by the end of an episode, and while it’s unlikely they’ll have any unexpected returning enemies, it’s conceivable that they exist.

I’m still waiting for a few more of the people Westen pissed off before he was burned to come after him. Unless someone else is keeping them at bay (which seems unlikely as of season two’s “Good Soldier” episode) there should be a lot of people who want him dead. Just look at the number of enemies he’s made since moving to Miami.

Now, if only it were so easy to make enemies in a roleplaying game. You’d never run out of adventure or intrigue. It makes me wonder actually, if “enemy creation” could be added to the normal process of completing adventures. You still have incidental and one-off antagonists, but at least some of them should come back.

Adventurers probably make enemies all the time.

So, when I start working on “complications” for the Expedition, Exploration, and Divination Challenges, I’m going to look for ways to add antagonists which will then serve as the basis for Subplots. I had another entry in the works about the trouble I was having designing subplots, but I’ll need to rewrite it now that I have an angle.