It's literature, not gaming.
To explain it in MUSH gaming theory, imagine setting up a whole faction full of FCs for bad writers, then having it run by someone who enjoys toying with them.
Compound the issue by giving them all unbalanced combat statistics with holes in their defenses, so you can't hack and slash to win.
I've only seen it done once, that's Duo's Robot Masters at M3. You still get to play at M3, but in a training wheels faction for writers to interact with the rest of the MUSH and build confidence in writing.
A superhero is a role model that traps someone for being a virtue signaling individual (you always choose popularity over your real opinion). A supervillain is a sociology case study in a disordered personality that, if written properly, got that way because of some childhood stressor, and had a causal incident, sometimes at the hands of the proper superhero, to becoming evil.
If you want something similar, study a serial killer's background on Wikipedia. A serial killer is an extreme case that's easy to understand, and both the state's various organs, and people that could become one, often study them to avoid the pitfalls and stay away from the electric chair or incarceration.
So, to use the writing trap (this is common in some cultures, for instance a Shakespeare tragedy is a common drama prank on some poor schmuck, the individual that performs the trap is a victim of MacBeth syndrome and tries to rise to power, the play is about Shakespeare's observation of the phenomenon in England) on a MUSH, you would create a faction that is for people that always do what the theme says is popular, then give them all a major flaw that they have to overcome in their characters, to teach them to make an unpopular decision.
The save move (this is something like an biography about a famous historical figure being given to someone in need, such as Ulysses S. Grant's biography being given to someone in rehab, or the detective Vidocq to a criminal) in faction building would be creating a faction that appeals to players with behavioral issues, to force them to cooperate in building something constructive for the MUSH, instead of just wandering around in hairbrained schemes.