Curmudjinn
Explorer
I find that evil campaigns, ran properly, tend to be just as successful as good campaigns, will plans coming to fruition more often even.
A problem with many evil games is how the players play them, and how the GM allows things to play out. Most games consist of evil and neutral players(and NPCs) that all operate within the Chaotic Stupid alignment. Nothing has meaning, nothing has substance, aside from greed and murder, which is just laughable and untrue, yet that is what is normally allowed in evil games. Evil characters are not warp-spawned possessed space marines, acting against wisdom with wanton malice and bloodlust.
Evil characters do many of the same things good ones do, and many more evil follow laws far more strictly than good-doers, however with less morals in their enacting of those laws. If done right, they are some of the most intriguing and emotional games(for a player), as a good DM can force a player to deal with actual repercussions and bring impulse actions down to deal with humility and skewed morals. Not all evil characters think killing is such a great thing, and others might not believe it is acceptable at all, preferring to ruin others through greed and character defamation.
The box created in many minds on what an evil campaign looks like is very, very small. At least in practice. When there is no reason it should be.
A problem with many evil games is how the players play them, and how the GM allows things to play out. Most games consist of evil and neutral players(and NPCs) that all operate within the Chaotic Stupid alignment. Nothing has meaning, nothing has substance, aside from greed and murder, which is just laughable and untrue, yet that is what is normally allowed in evil games. Evil characters are not warp-spawned possessed space marines, acting against wisdom with wanton malice and bloodlust.
Evil characters do many of the same things good ones do, and many more evil follow laws far more strictly than good-doers, however with less morals in their enacting of those laws. If done right, they are some of the most intriguing and emotional games(for a player), as a good DM can force a player to deal with actual repercussions and bring impulse actions down to deal with humility and skewed morals. Not all evil characters think killing is such a great thing, and others might not believe it is acceptable at all, preferring to ruin others through greed and character defamation.
The box created in many minds on what an evil campaign looks like is very, very small. At least in practice. When there is no reason it should be.