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A Villain Campaign
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<blockquote data-quote="Hammerhead" data-source="post: 3405684" data-attributes="member: 73"><p>My friend and I were discussing about for our next game, we don't want to be the heroes who save the world, rescue the princess, and make everything right again. We want to be a team of villains who want to overthrow the kingdom to set up their own repressive dictatorships and conquer the world. Bwahahahaha! Or something like that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Anyway, we were thinking about what actually needs to be different to run a successful villain game. </p><p></p><p>Trust-in most games, the party is a group of good people. Villains, on the other hand, will generally stab each other in the back to get ahead. There needs to be some way or some reason to get the party to work together, without one guy murdering everyone else in their dreamless sleep.</p><p></p><p>-Proactivity-villains, by nature, are inherently proactive. They generally force changes in the acceptable status quo. This will mean that the character's plans are the most important thing in creating an adventure.</p><p></p><p>-"Style"-the party shouldn't just be a band of murdering thugs who rape the countryside, who concoct fiendish tortures to use on victims. They should be people with a plan, and with at least some scruples (or at least not sadistic bastards). </p><p></p><p>Any other thoughts?</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 3405684, member: 73"] My friend and I were discussing about for our next game, we don't want to be the heroes who save the world, rescue the princess, and make everything right again. We want to be a team of villains who want to overthrow the kingdom to set up their own repressive dictatorships and conquer the world. Bwahahahaha! Or something like that :) Anyway, we were thinking about what actually needs to be different to run a successful villain game. Trust-in most games, the party is a group of good people. Villains, on the other hand, will generally stab each other in the back to get ahead. There needs to be some way or some reason to get the party to work together, without one guy murdering everyone else in their dreamless sleep. -Proactivity-villains, by nature, are inherently proactive. They generally force changes in the acceptable status quo. This will mean that the character's plans are the most important thing in creating an adventure. -"Style"-the party shouldn't just be a band of murdering thugs who rape the countryside, who concoct fiendish tortures to use on victims. They should be people with a plan, and with at least some scruples (or at least not sadistic bastards). Any other thoughts? [/QUOTE]
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