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ACTUAL Evil Campaign
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<blockquote data-quote="Traveon Wyvernspur" data-source="post: 6041014" data-attributes="member: 73201"><p>It sounds like to me that as the GM you need to come up with your own house-rules if you can't find <em><strong>exactly</strong></em> what you are looking for pre-published. Put your own tables together, talk to your group to gather ideas, and run with it.</p><p></p><p>I will probably be running an evil campaign in the next year or so as we wrap up the game I'm a player in and the current GM takes a break to be a player. </p><p></p><p>When I run this game nothing will be 'off limits' as far as what the players can and cannot do. I ran a one-shot that everyone enjoyed tremendously for evil characters and basically the way I did it was that the whole world was ran by evil overlords/kings/tyrants/wizards except for a couple of bastions of good left in the world. So they are doing evil vs evil for the most part and will occasionally run into good NPCs that will try to take them down as they are adventuring out in the wider world. Anyhow, the way I did the one-shot was that they were all members of a guild and had a bunch of "jobs" to do and could pick them in any order in which they pleased and were able to keep some spoils and get paid at the same time. Their wealth, reputations, and items grew with each new job they completed. They recovered a magical item for their guild leader from a small band of kobolds and a green dragon wyrmling out of town in a cave complex, they stole a very valuable gem from a jeweler who had a big bad minotaur as security, and they assassinated and made an example out of a rival guild leader (they actually burned down and killed the whole guild when the leader was in a tavern as a distraction), the guild leader they tortured, cut into pieces, and then posted his head on a pike. </p><p></p><p>I think they almost had too much fun being evil...</p></blockquote><p></p>
[QUOTE="Traveon Wyvernspur, post: 6041014, member: 73201"] It sounds like to me that as the GM you need to come up with your own house-rules if you can't find [I][B]exactly[/B][/I] what you are looking for pre-published. Put your own tables together, talk to your group to gather ideas, and run with it. I will probably be running an evil campaign in the next year or so as we wrap up the game I'm a player in and the current GM takes a break to be a player. When I run this game nothing will be 'off limits' as far as what the players can and cannot do. I ran a one-shot that everyone enjoyed tremendously for evil characters and basically the way I did it was that the whole world was ran by evil overlords/kings/tyrants/wizards except for a couple of bastions of good left in the world. So they are doing evil vs evil for the most part and will occasionally run into good NPCs that will try to take them down as they are adventuring out in the wider world. Anyhow, the way I did the one-shot was that they were all members of a guild and had a bunch of "jobs" to do and could pick them in any order in which they pleased and were able to keep some spoils and get paid at the same time. Their wealth, reputations, and items grew with each new job they completed. They recovered a magical item for their guild leader from a small band of kobolds and a green dragon wyrmling out of town in a cave complex, they stole a very valuable gem from a jeweler who had a big bad minotaur as security, and they assassinated and made an example out of a rival guild leader (they actually burned down and killed the whole guild when the leader was in a tavern as a distraction), the guild leader they tortured, cut into pieces, and then posted his head on a pike. I think they almost had too much fun being evil... [/QUOTE]
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