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A Villain Campaign
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<blockquote data-quote="phindar" data-source="post: 3405834" data-attributes="member: 37198"><p>I think the important distinction is between evil characters, anc evil players. The characters can work against each other, violently even, as long as the players are all on the same page. If they aren't, you have the players working against each other and that can lead to frustration and bad blood. (Though, that can happen even in games where everybody is playing heroes, so that's not really an alignment-specific problem.) </p><p></p><p>My only advice is to make sure everybody is on the same page starting out. Make sure the players are solving the player-level problems, and the characters are solving the character-level problems. You don't want a player to get frustrated at something and say, "Well, my character is going to murder everyone in their sleep." </p><p></p><p>One of the things I like about evil games is that ironically, sometimes the bond between the characters is even stronger than in classic, good-guy games. Because the bad guys rarely have people they can fall back on; if you're good, other goodly people will help you out of the kindness of their hearts. Bad people don't have this luxury, even the people they are "allied" with would turn on them in a second if there was a percentage involved. So all the party has is each other (and its not even guaranteed they have that). <em>Those that live outside the law no longer have the protection of the law.</em></p></blockquote><p></p>
[QUOTE="phindar, post: 3405834, member: 37198"] I think the important distinction is between evil characters, anc evil players. The characters can work against each other, violently even, as long as the players are all on the same page. If they aren't, you have the players working against each other and that can lead to frustration and bad blood. (Though, that can happen even in games where everybody is playing heroes, so that's not really an alignment-specific problem.) My only advice is to make sure everybody is on the same page starting out. Make sure the players are solving the player-level problems, and the characters are solving the character-level problems. You don't want a player to get frustrated at something and say, "Well, my character is going to murder everyone in their sleep." One of the things I like about evil games is that ironically, sometimes the bond between the characters is even stronger than in classic, good-guy games. Because the bad guys rarely have people they can fall back on; if you're good, other goodly people will help you out of the kindness of their hearts. Bad people don't have this luxury, even the people they are "allied" with would turn on them in a second if there was a percentage involved. So all the party has is each other (and its not even guaranteed they have that). [i]Those that live outside the law no longer have the protection of the law.[/i] [/QUOTE]
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