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ACTUAL Evil Campaign
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<blockquote data-quote="Ahnehnois" data-source="post: 6040560" data-attributes="member: 17106"><p>First, I'm not entirely clear on what your goal is. Why are you so set on evil? How are you defining it? In what way is the material you describe not meeting that definition? What do your players think about evil gaming?</p><p></p><p>For instance, I find it difficult to see drugs or prostitution as morally indefensible; a drug is rather like a weapon in that it can be used for good or ill (virtually every illegal drug has at least debatably legitimate medical or religious applications, and the concept of regulating substances of abuse is a modern one that varies greatly by culture), and prostitution, while often abusive in nature, can be a legitimate profession (the prostitutes in Firefly/Serenity hardly seem evil, for example).</p><p></p><p>Second, a lot of the things you're getting at aren't really things you would find in a rulebook. If you want to try turning a character evil or having evil activities in the world, just do it. You don't need rpg rules to cover that kind of material and more than you need rules to describe virtue or reason. I don't see a set of "good" rules that clearly mirror what you seem to be looking for in evil game material. Research real-life source material directly. That's my #1 recommendation.</p><p></p><p>That being said, I will say I'm with you on the drug thing, and I'm not sure what to do about it. It would be really interesting to have historically and scientifically accurate versions of certain drugs in the game (think about the role of opium in history) but the existing d20 rules structure is ill-equipped to do that and I'm not aware on any really strong takes on the subject. I do think that if you want an addict PC the player really needs to commit to it and play out the addiction, which can be done well.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6040560, member: 17106"] First, I'm not entirely clear on what your goal is. Why are you so set on evil? How are you defining it? In what way is the material you describe not meeting that definition? What do your players think about evil gaming? For instance, I find it difficult to see drugs or prostitution as morally indefensible; a drug is rather like a weapon in that it can be used for good or ill (virtually every illegal drug has at least debatably legitimate medical or religious applications, and the concept of regulating substances of abuse is a modern one that varies greatly by culture), and prostitution, while often abusive in nature, can be a legitimate profession (the prostitutes in Firefly/Serenity hardly seem evil, for example). Second, a lot of the things you're getting at aren't really things you would find in a rulebook. If you want to try turning a character evil or having evil activities in the world, just do it. You don't need rpg rules to cover that kind of material and more than you need rules to describe virtue or reason. I don't see a set of "good" rules that clearly mirror what you seem to be looking for in evil game material. Research real-life source material directly. That's my #1 recommendation. That being said, I will say I'm with you on the drug thing, and I'm not sure what to do about it. It would be really interesting to have historically and scientifically accurate versions of certain drugs in the game (think about the role of opium in history) but the existing d20 rules structure is ill-equipped to do that and I'm not aware on any really strong takes on the subject. I do think that if you want an addict PC the player really needs to commit to it and play out the addiction, which can be done well. [/QUOTE]
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