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A Villain Campaign
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<blockquote data-quote="Firedancer" data-source="post: 3406078" data-attributes="member: 49630"><p>I've played in a number of evil games. A short term, you are goblins, this is your lair, here come the adventurers; it was a WoTC product and was excellent fun and challange.</p><p></p><p>An orge magi in a Ravenloft game; we were evil and viscious, but mostly stuck together.</p><p></p><p>A the latest was a very different game where we were the proactive plot makers who advanced our own causes ahead of everyone else. It required the characters to be goal orientated, giving the DM time to work on our goals.</p><p></p><p>We were evil as we lied, cheated, stole, murdered, set others up for it, bribed, blackmailed and actively corrupted city guards.</p><p></p><p>Its essential to have a strong group theme or agree to achieve each others goals. You can do the game as the proactive villains, which actually is the most rewarding, IME. Or you can be an adventuring group, just your employer is evil and gets you to do the dirtier jobs.</p><p></p><p>Problems will arise if you just give players the brief "play and evil character" as then you will different ideas that won't gel. But that's the same for a normal party. The difference is there won't be an attempt to reconcile these differences, just resolve them with blade or spell.</p></blockquote><p></p>
[QUOTE="Firedancer, post: 3406078, member: 49630"] I've played in a number of evil games. A short term, you are goblins, this is your lair, here come the adventurers; it was a WoTC product and was excellent fun and challange. An orge magi in a Ravenloft game; we were evil and viscious, but mostly stuck together. A the latest was a very different game where we were the proactive plot makers who advanced our own causes ahead of everyone else. It required the characters to be goal orientated, giving the DM time to work on our goals. We were evil as we lied, cheated, stole, murdered, set others up for it, bribed, blackmailed and actively corrupted city guards. Its essential to have a strong group theme or agree to achieve each others goals. You can do the game as the proactive villains, which actually is the most rewarding, IME. Or you can be an adventuring group, just your employer is evil and gets you to do the dirtier jobs. Problems will arise if you just give players the brief "play and evil character" as then you will different ideas that won't gel. But that's the same for a normal party. The difference is there won't be an attempt to reconcile these differences, just resolve them with blade or spell. [/QUOTE]
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