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Evil Campaigns: How do you feel about them?

Evil Campaigns: How do you feel about them?

  • As a DM - I love them and would like to run them all the time.

    Votes: 0 0.0%

My opinion on evil campaigns is that I don't DM them. I'm not really a fan of evil campaigns; however with the right kind of players, they can be entertaining. I was going to have a short evil campaign for my players to transition to another campaign after my current one ended, but I scrapped it. However, here are some of the "ground rules" that I was going to implement into the campaign so it doesn't devolve into a PvP combat that effectively ends the campaign.

1. Fearing the "master" is more important than ego. At the very beginning of the campaign, I would establish an uber-boss who would obliterate an even more powerful NPC with just a thought as punishment for failure. It sets the tone with the players that if they fail whatever they should be doing, their fate is sealed. It makes them think that cooperation is important than ego.

2. Evil is funny. I was going to make themes where the PC's are more like bumbling minions than sadistic psychopaths dealing with horrific themes. Encounters and challenges would be tailored where the bumbling evil is actually fighting other bumbling evil or doing odd jobs (like stealing goods and stuff). I would specifically avoid encounters and situations where the players could explore themes of cruelty for cruelty's sake and such.

3. Evil has a two-edge sword of consequences. Probably the most realistic aspect of the campaign but also to temper's the player's bloodlust (should they be so inclined) is that if they go around wantonly kill whoever they want just because someone looked at them funny, eventually, they will find more and more NPCs coming for bounties on their heads. Also, it will affect their performance in obtaining their goals for their "master" in that the chance of failure increases which means that if they, their master will punish them or they will be stopped by the forces of good.

I did play in one short evil campaign and it was a blast. However at the very beginning of the game, we as players, had a gentlemen's agreement. It was:

1. That we wouldn't attack each other directly, but NPC's and property were fair game. If we had problems with each other, we would work out some other solution to gain the upper hand because failure in our mission meant execution for all of us.

2. That we were fanatically loyal to our cause therefore we all knew that cooperation was key to the cause's success. Our hatred of our foes was more binding than our egos.

I had two evil characters--a dim-witted Cockney accented fighter who thought himself as a gentlemen, but was no more than a street thug. He let those of higher intelligence direct his actions, but if the opportunity for larceny occurred, he took it. Another was a necromancer who laughed evilly (I can do those evil laughs fairly well, my only talent) and his evil was the experiments he carried out on dead people (he was socially inept when it came to dealing with the living).

Fun times.
 

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I haven't voted yet, and may not, becuase none of the answers really fit ( may choose other later).

For me as a DM I don't wish to run an "evil" campaign, that is a campaign that revolves around, destroying the world, conquering or just general power aquisition etc. This holds true as a player as well, as in I wouldn't want to play in a game where those were the objectives.

I think that there is nothing wrong playing evil character's, especially if their motivations are similar to good character's. For me anyway its not the desire of that character that is the sole determiner of whether or a not someone is good or evil, though it can be, for me its the way a character chooses to solve the problems that makes them evil or at least is the best way to play evil in a campaign and still have it work.

At that point evil is not "damn I want that sword, so I'd better/kill or steal to get it" It's "the others don't see the truth, it was nessacry to use the poison even if some innocents were slain. For the orcs are a far greater threat and must be stopped." Evil is more then an ends justifiying the means and doesn't preclude the evil characters for persuing just or noble goals they just have a very different way of approaching it.
I can see your point in the motivations, but I can still see that your example of killing a few innocents to save a greater number is something that actually comes up as a "for the greater good," example and I would - personally - never apply this to an evil character or the evil alignment in general.

I've always thought that the evil characters motivations are much more along the lines of the http://en.wikipedia.org/wiki/Seven_deadly_sins but everyone has different thoughts on what constitutes being "evil" and a lot of things I've read portray evil characters that totally believe they are in the right and don't actually think of themselves as "evil."

So what constitutes evil to everyone else? How do YOU define evil in your campaigns/worlds?
 

I love evil campaigns as short runs, but I can't see an extended campaign taking place, merely for the fact that eventually at least half the party will A) run off with the loot B) leave to explore better opportunities C) kill the rest of the party. However, the in-fighting and backstabbing and bringing a player into the other room, returning to strange side-glances from the rest of the table is what makes it that much more fun.

My very first adventure playing AD&D 1e under a DM was running through Against the Giants series. I only played one session and I played a borrowed paladin, but while the party was fairly neutral, the players were fairly selfish.

For example, if you got hurt, you were responsible for your own healing and the attitude was, "Oh you got hurt, stupid you." As a paladin, I used up my lay on hands and ate through my potions of healing fairly quickly.

In the ending session (which I didn't play, but my dad did), they reached the end of the module and found a huge pile of treasure. Immediately, the mage teleported himself and the treasure away and half the party attacked the other half.
 

2. Evil is funny. I was going to make themes where the PC's are more like bumbling minions than sadistic psychopaths dealing with horrific themes. Encounters and challenges would be tailored where the bumbling evil is actually fighting other bumbling evil or doing odd jobs (like stealing goods and stuff). I would specifically avoid encounters and situations where the players could explore themes of cruelty for cruelty's sake and such.

Recently I played in an "evil" supervillain campaign that was inspired by Doctor Horrible and The Tick, with whoever pulled off the best villainous capers got inducted into Bad Horse's Evil League of Evil. It was absolutely wonderful.
 

To me this goes hand in hand with things like 'good' vampires (sparkly or otherwise) or demons. Somethings are just evil no matter how you spin them. I play & run D&D to be/see HEROES doing heroic things. Save the world. Rescue the princess. Found a kingdom out of chaos. I have only had a single player, in 30+ years playing and DMing who ever did a decent job of playing an evil PC (LE Monk). He was dedicated to the party and making sure the 'true' gods won out over an usurper deity trying to wipe them out. He made sure the party was protected and that everyone pulled their weight. Most of the rest of the group thought he was LN or LG (despite some truly evil acts he committed in ensuring the party's survival). Every single other time a player has brought in an evil PC (or the one time I played in an all-evil campaign) it has ended in the party killing each other. Boring.
 

What I hate and think should be destroyed is alignment...

Then why play D&D? There are tons of fantasy games out there that don't use any kind of alignment system (or have ones so broad as to be easily ignored).

I see this comment in pretty every discussion about alignment though so I guess it is a requirement or something.
 

Then why play D&D? There are tons of fantasy games out there that don't use any kind of alignment system (or have ones so broad as to be easily ignored).

I see this comment in pretty every discussion about alignment though so I guess it is a requirement or something.
I agree, the question wasn't whether you liked alignment, it was if people played evil campaigns and how they felt about them.
 

Then why play D&D? There are tons of fantasy games out there that don't use any kind of alignment system (or have ones so broad as to be easily ignored).

I see this comment in pretty every discussion about alignment though so I guess it is a requirement or something.

And this is the easy answer. Fact is, I do play other games, but I do also play D&D/PF. And in playing the other games, the alignment system of D&D feels even more annoying.

This is like someone saying they don't like mushrooms on their pizza, and the answer of course is, so don't eat pizza.

I do my best to pick the mushrooms off, but damn, with the newer stuff it gets cooked into the crust... :D

(ps, I lurves mushrooms, just an example)
 

I'm interested in campaigns with interesting characters (also, tautologies!). Over the past few years that's meant PC's who are amoral, if not, practically-speaking, evil. That said, I have no desire to run nor play in games where the PCs are at each others throats, or constantly scheming against each other (a little light scheming is okay).
 

I agree, the question wasn't whether you liked alignment, it was if people played evil campaigns and how they felt about them.

And my answer was that I wish that this wasn't a question.

If the players can create PCs with an identity and personality without hanging a sign around thier necks, then "evil" isn't really a thing.
 

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