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A Villain Campaign
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<blockquote data-quote="Stormborn" data-source="post: 3406264" data-attributes="member: 14041"><p>Trust, Style, and Proactivity can all beachieved with a simple solution: Mob them up. IOW have them be affiliated with a larger, long established, and powerful organization with its own rules and traditions of conduct. The party is beholden to someone above them, who is in turn answerable to a higher authority. This is not an organization in which crazies advance very far. The organization doesn't want to attract undue attention and doesnt tolerate personal conflicts that screwup the organizations goals. You may not be loyal to each other, but you had better be loyal to the bosses or you wind up up someone's zombie slave. Save your betrayals for peopel outside the group, cause if you start crossing other members of the oragnization you will need the back up. And if you do betray someone, you better have a very good reason (or be able to covince the bosses that you do) and the organization as a whole better be improved or everyone else is coming after you. Not just the paladins and do-gooders but the liches, mindflayers, and vampire lords who run the organization. The players dont have to be all LE (They could be N, CN, LN, LE, NE, but unlikely that they would be CE unless they were kept on a tight leash) but the organization would be strongly Lawful and strongly Evil. </p><p></p><p>Communicate this to the players. Perhaps even suggest that they have ties to one another of friendship or a common patron that has them work together. While they are getting used to the idea of being the villains you can have someone else "run" them. Give them assignements until they have carved out a "territory" (either physcial or based on certain types of crime) and they can start being proactive and planning their own capers. These early missions will help them get an idea of what to do and how to do it. Later, once they are established, they might have to get approval on certain jobs if it crosses outside their territory, or they might be given assignments to deal with other groups causeing trouble - be it temples of good gods, adventurers, or rogue members of the organization. Eventaully they start to get enough power, and likely followers as well, that they might be able to make a bid to move against some of their superiors for a bigger piece of the pie. But it wouldnt be as simple as "we can beat him in a fight", they would have to have worked the social and organization aspects of the situation as well.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3406264, member: 14041"] Trust, Style, and Proactivity can all beachieved with a simple solution: Mob them up. IOW have them be affiliated with a larger, long established, and powerful organization with its own rules and traditions of conduct. The party is beholden to someone above them, who is in turn answerable to a higher authority. This is not an organization in which crazies advance very far. The organization doesn't want to attract undue attention and doesnt tolerate personal conflicts that screwup the organizations goals. You may not be loyal to each other, but you had better be loyal to the bosses or you wind up up someone's zombie slave. Save your betrayals for peopel outside the group, cause if you start crossing other members of the oragnization you will need the back up. And if you do betray someone, you better have a very good reason (or be able to covince the bosses that you do) and the organization as a whole better be improved or everyone else is coming after you. Not just the paladins and do-gooders but the liches, mindflayers, and vampire lords who run the organization. The players dont have to be all LE (They could be N, CN, LN, LE, NE, but unlikely that they would be CE unless they were kept on a tight leash) but the organization would be strongly Lawful and strongly Evil. Communicate this to the players. Perhaps even suggest that they have ties to one another of friendship or a common patron that has them work together. While they are getting used to the idea of being the villains you can have someone else "run" them. Give them assignements until they have carved out a "territory" (either physcial or based on certain types of crime) and they can start being proactive and planning their own capers. These early missions will help them get an idea of what to do and how to do it. Later, once they are established, they might have to get approval on certain jobs if it crosses outside their territory, or they might be given assignments to deal with other groups causeing trouble - be it temples of good gods, adventurers, or rogue members of the organization. Eventaully they start to get enough power, and likely followers as well, that they might be able to make a bid to move against some of their superiors for a bigger piece of the pie. But it wouldnt be as simple as "we can beat him in a fight", they would have to have worked the social and organization aspects of the situation as well. [/QUOTE]
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