Evil characters get a bad reputation because a lot of players look at them as a license to be a dick and break rules that are not meant to be broken. They use it as an opportunity to troll the party and cause grief.
If you want an evil campaign I would lay out some ground rules. Let players know what you will not allow to happen. Explain to them that you will not allow the players to steal from, kill, or fight each other in a significant way. Thus the players need to come up with reasons why these evil characters work together. Ideally you want evil characters who will do almost anything, but still have their limits.
For example an two evil Dwarves who are brothers. They were captured by bandits when they were young and relied on each other quite a bit to survive the ordeal. Eventually they grew stronger and came to conquer those bandits. The immoral lifestyle rubbed off on them and they have no problem doing dirty work for coin, but they also share a strong bond. They will never betray each other. The see things as them against the world and they are willing to break any rule to ensure they win. They recently sacrificed the whole pack of bandits to save their own skin and are out to find a new source of coin and amusement.
You can evil codify some of your rules in the game world. Perhaps they all belong some sort of criminal organization. There are harsh penalties for betraying another member, a code of honor among things to ensure they can actually work together. Players know if they screw over another player and it gets out, there will be a huge price on their head and tons of very well trained assassins will come their way.
If you want an evil campaign I would lay out some ground rules. Let players know what you will not allow to happen. Explain to them that you will not allow the players to steal from, kill, or fight each other in a significant way. Thus the players need to come up with reasons why these evil characters work together. Ideally you want evil characters who will do almost anything, but still have their limits.
For example an two evil Dwarves who are brothers. They were captured by bandits when they were young and relied on each other quite a bit to survive the ordeal. Eventually they grew stronger and came to conquer those bandits. The immoral lifestyle rubbed off on them and they have no problem doing dirty work for coin, but they also share a strong bond. They will never betray each other. The see things as them against the world and they are willing to break any rule to ensure they win. They recently sacrificed the whole pack of bandits to save their own skin and are out to find a new source of coin and amusement.
You can evil codify some of your rules in the game world. Perhaps they all belong some sort of criminal organization. There are harsh penalties for betraying another member, a code of honor among things to ensure they can actually work together. Players know if they screw over another player and it gets out, there will be a huge price on their head and tons of very well trained assassins will come their way.