robberbaron
First Post
My current party is 'evil', though there a couple of CNs.
The problems I have encountered are mostly with party cohesion and introducing new characters. There is a lot more 'me, me, me' play with them being evil and they have a tendency to not work together.
Maybe being evil characters brings out the worst in them.
I actually had one of them tell me that they were going to kill a player's new character and take his stuff if I didn't come up with a good reason for them to take him into the party.
Very unhelpful and I was this close to shutting my lappy and going home, however, we discussed the problem and came up with a reasonable compromise - the party, when on R&R, scope out NPCs with a view to being future members of the party. When someone dies, they invite someone they have already met (this is a 'handwave'. They never actually meet these NPCs in game).
Having an evil party also seriously reduces your options with regard to getting them to adventure.
A good party will go out to right wrongs and, maybe, pick up some nice kit on the way.
An evil party has to know they will get a 'reasonable' remuneration for their efforts.
It is difficult to keep their levels of kit down when you have to pay them to do stuff.
I would advise any DM with an evil party to involve several of the characters in the backstory. Give them a role in the world and they might help you, otherwise you have to bribe them to do anything.
I'm trying to come up with a long-term story arc which will get them involved. Hopefully, it will work and they will act as a team for a change.
The problems I have encountered are mostly with party cohesion and introducing new characters. There is a lot more 'me, me, me' play with them being evil and they have a tendency to not work together.
Maybe being evil characters brings out the worst in them.
I actually had one of them tell me that they were going to kill a player's new character and take his stuff if I didn't come up with a good reason for them to take him into the party.
Very unhelpful and I was this close to shutting my lappy and going home, however, we discussed the problem and came up with a reasonable compromise - the party, when on R&R, scope out NPCs with a view to being future members of the party. When someone dies, they invite someone they have already met (this is a 'handwave'. They never actually meet these NPCs in game).
Having an evil party also seriously reduces your options with regard to getting them to adventure.
A good party will go out to right wrongs and, maybe, pick up some nice kit on the way.
An evil party has to know they will get a 'reasonable' remuneration for their efforts.
It is difficult to keep their levels of kit down when you have to pay them to do stuff.
I would advise any DM with an evil party to involve several of the characters in the backstory. Give them a role in the world and they might help you, otherwise you have to bribe them to do anything.
I'm trying to come up with a long-term story arc which will get them involved. Hopefully, it will work and they will act as a team for a change.
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