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An Evil party... Troublesome?
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<blockquote data-quote="phindar" data-source="post: 3656208" data-attributes="member: 37198"><p>Actually, even though I've played in fewer evil games than good or neutral, some of the most party unity I've seen has been amongst evil characters. The two main reasons I've seen for this is that while Good characters tend to serve higher ideals that can bring them into conflict with how a group operates (say, the Paladin and the CG rogue butting heads), evil characters generally don't have such pesky moral compasses. They're all about expediency and effectiveness. And secondly, evil characters have a tendency to stick together because they know that outside the party, no one else in the world is going to help them. Evil npcs are in competition with them, Good npcs will kill them on sight. Whereas the Paladin has his church and the Druid has the forest, a lot of the times, all the Evil characters have are each other. (There is also an X factor where Paladins can be pain in the rear because deep down, they know a good or neutral party isn't going to kill them in their sleep. Evil characters have no such safe zone.)</p><p></p><p>This is assuming the players want to have characters that are more-or-less aligned together. There's nothing wrong with having characters that oppose one another, as long as the animosity doesn't get up to the player level. Having characters fight and argue can be a cool role-playing experience. Players arguing is just annoying.</p><p></p><p>I would say its a good idea to set up the ground rules up front, how much pc-on-pc conflict the group is interested in. And I'd also institute a house rule that any player gets docked 4 levels and all their magic items for any permutation of the phrase <em>"I'm only playing my character!"</em></p></blockquote><p></p>
[QUOTE="phindar, post: 3656208, member: 37198"] Actually, even though I've played in fewer evil games than good or neutral, some of the most party unity I've seen has been amongst evil characters. The two main reasons I've seen for this is that while Good characters tend to serve higher ideals that can bring them into conflict with how a group operates (say, the Paladin and the CG rogue butting heads), evil characters generally don't have such pesky moral compasses. They're all about expediency and effectiveness. And secondly, evil characters have a tendency to stick together because they know that outside the party, no one else in the world is going to help them. Evil npcs are in competition with them, Good npcs will kill them on sight. Whereas the Paladin has his church and the Druid has the forest, a lot of the times, all the Evil characters have are each other. (There is also an X factor where Paladins can be pain in the rear because deep down, they know a good or neutral party isn't going to kill them in their sleep. Evil characters have no such safe zone.) This is assuming the players want to have characters that are more-or-less aligned together. There's nothing wrong with having characters that oppose one another, as long as the animosity doesn't get up to the player level. Having characters fight and argue can be a cool role-playing experience. Players arguing is just annoying. I would say its a good idea to set up the ground rules up front, how much pc-on-pc conflict the group is interested in. And I'd also institute a house rule that any player gets docked 4 levels and all their magic items for any permutation of the phrase [i]"I'm only playing my character!"[/i] [/QUOTE]
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