Evil Campaign Advice

Sebastian1992

First Post
Anyone have any good pointers for running an evil campaign with the DnD 4.0 Ruleset? I have already discussed and told the players that it isn't going to be a 'do what ever you feel like and get away with it' type of evil, it is going to be more subtle. Thanks.
 

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I have run these kinds of campaigns before and the best advice I can think of based on that experience is to make sure the players know up front that as evil as they want to be, PVP stuff ain't gonna happen (unless of course you are cool with that).

I've allowed a little bit of it way back in the day, but it always gets ugly. However, if you make it clear up front that killing each other, stealing from each other, etc is not the focus - that instead, they are a group working together for the benefit of themselves (if only themselves).

I don't tend to call them 'evil' campaigns though (mine) - they just tend to be selfish, but again, with the group being the primary benefactor.

With all that said, I don't really run those kind of games any more - primarily because it is a lot easier to come up with stuff to challenge good guys with as opposed to those who are solely out for themselves (or worse). Not that I couldn't - I ran a few long term "selfish" (as I call em) campaigns and they are fun, it's just an easier day at the DM's office when the players are generally good ;)
 

I have run these kinds of campaigns before and the best advice I can think of based on that experience is to make sure the players know up front that as evil as they want to be, PVP stuff ain't gonna happen (unless of course you are cool with that).
This.

In FACT, I would tell them up front, "You guys better have a reason to adventure with one another." Any level of distrust and deception between the PCs is going to spiral into backstabbery real fast.

My suggestion is to have them all be part of an organization. A mercenary company, a church, a thieves guild, gladiators, something. Or, they're in a situation where they have to work together (such as they're in jail; they must break out. Once they break out, they have to stick together because the region around the jail is highly dangerous (Swamp, Desert, arctic tundra)). Or they are forced to work together because if they don't, their All Powerful Patron punishes them. Have you seen "The Usual Suspects"? Make Kaiser Soze into an Archdevil, and now you have your campaign.
 

"Lord Evilbottom has tasked the five of you with taking control of Happyshire, with as few public relations issues as possible. He'll be sending a lieutenant to check on you in two weeks."

In other words, give them a goal which necessitates discretion while at the same time rewarding ruthlessness, and more importantly give them someone to fear if they step out of line.
 

Make them the followers of dark and evil Gods. Some willing acolytes of the faith, others who have been coerced. When they died they were resurrected by the Church for purposes of their own.

Of course, each has their own reasons for adventuring.
 

Anyone have any good pointers for running an evil campaign with the DnD 4.0 Ruleset? I have already discussed and told the players that it isn't going to be a 'do what ever you feel like and get away with it' type of evil, it is going to be more subtle. Thanks.

make sure the party has a reason to adventure together and stay together long term.

otherwise you will need to constantly change the makeup of the party. which can mean downtime during play as a new character is introduced.
 

I've always ditched alignment entirely, and I've usually ended up with characters that would probably be considered evil. I guess I'm not sure that I have any advice unless I understood exactly what it is that you're afraid is going to happen. I've never run an "evil" game isn't any different than any other kind of game, so I'm not sure exactly what kind of advice you're looking for.
 

Just set a few friendly guidelines before the campaign starts. For example - "no PvP" or "don't be pricks to each other".

Actually, simply guidelines for the players are a good idea regardless of the alignment of their characters.
 

Define evil - this is stuff like the domains of their gods, also set the house rules for them to work together, best example of this is as a department within the group they are in, this is a role.

Yep, have them work for someone right off the bat.
 
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I agree about Defining what is Evil, or what kind of Evil you want the campaign to engage in. Selfish evil, brutal evil, evil with a goal (i.e. ends justify means), etc.

But more importantly, I suggest: talk to your players about boundaries.

What is acceptable behavior in game. Not only between characters, not only with regards to bigger things (such as burning down a village), but on an individual level, what do you NOT want to show up in the game, period?

For instance, rape. As a DM, you generally know Not to go there. Your players, however, may not; they're playing Evil characters, and depending on the character, they may be overtly cruel or have no inhibitions. Same with Slavery, extensive torture of captives, etc.

Also, you should probably address the motivation behind evil behavior. This ties into the whole "Do whatever I feel like (i.e. burn down the town/slaughter helpful NPCs)", but there's also going to be the player who wants to do Evil things for shock value alone. So, not only do you not do things "Just because you can", you don't do it because it's senseless and to push the boundaries of your friends. Be, at least, smart about it.

And finally, with regards to boundries, have the players keep in mind that before they do something outrageously evil, think about if it crosses one of the boundries (or comes close), and if it does, ask aloud if it's OK.
 

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