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Evil Parties - and Evil PC's - A Discussion
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<blockquote data-quote="Andre La Roche" data-source="post: 2028898" data-attributes="member: 13677"><p>Currently I'm running a game where three of the PCs are definitely evil, the initially LG cleric's also pretty close to falling from grace, and one character seems comfortably settled into neutrality. I've found running an evil game to be a much greater challenge, and one that I find myself welcoming completely. The quests and plots have been more personalized. When you're running heroic games, you simply throw out the fact that some sort of wrong is occurring, and with little in the way of personal motivation the PCs tend to bite and show up to save the day.</p><p></p><p>I've found I really can't rely on this at all. That's not to say that I've discarded "larger picture" quests. In fact I haven't at all. It just takes a more personal reason for the PCs to get drawn into the issue. Currently there are two powerful characters in the main city location who are vying for control of the country's government, and the PCs have only found motivation to get drawn into it after the cousin of one of the competing nobles had their gear stolen. So they're more likely to ally with the necromancer. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> They're also pretty heavily into piracy, and all it takes is a competing ego to challenge the dwarf swashbuckler (with extremely high tumble, jump, and use rope values, creating an amusingly nimble dwarf) to whatever potential contest awaits.</p><p></p><p>So far they haven't been stupidly evil, as in randomly walking into a place and killing the first person they see. They tend to be violently aggressive, and will react in a volatile fashion towards any perceived wrong, no matter how slight, but generally require that initial provocation (no matter how slight). Overall it's been a fun challenge figuring out how to keep them engaged, and how to design adventures that would appeal to their characters' values and goals.</p></blockquote><p></p>
[QUOTE="Andre La Roche, post: 2028898, member: 13677"] Currently I'm running a game where three of the PCs are definitely evil, the initially LG cleric's also pretty close to falling from grace, and one character seems comfortably settled into neutrality. I've found running an evil game to be a much greater challenge, and one that I find myself welcoming completely. The quests and plots have been more personalized. When you're running heroic games, you simply throw out the fact that some sort of wrong is occurring, and with little in the way of personal motivation the PCs tend to bite and show up to save the day. I've found I really can't rely on this at all. That's not to say that I've discarded "larger picture" quests. In fact I haven't at all. It just takes a more personal reason for the PCs to get drawn into the issue. Currently there are two powerful characters in the main city location who are vying for control of the country's government, and the PCs have only found motivation to get drawn into it after the cousin of one of the competing nobles had their gear stolen. So they're more likely to ally with the necromancer. :) They're also pretty heavily into piracy, and all it takes is a competing ego to challenge the dwarf swashbuckler (with extremely high tumble, jump, and use rope values, creating an amusingly nimble dwarf) to whatever potential contest awaits. So far they haven't been stupidly evil, as in randomly walking into a place and killing the first person they see. They tend to be violently aggressive, and will react in a volatile fashion towards any perceived wrong, no matter how slight, but generally require that initial provocation (no matter how slight). Overall it's been a fun challenge figuring out how to keep them engaged, and how to design adventures that would appeal to their characters' values and goals. [/QUOTE]
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