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ACTUAL Evil Campaign
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<blockquote data-quote="I'm A Banana" data-source="post: 6041033" data-attributes="member: 2067"><p>Useful Answers: </p><p>For drugs, what you really need then are rules on <em>addiction</em>. I believe the BoVD has those rules, but if not you might want to adopt the disease rules. </p><p></p><p>For prostitution, what you really need are rules on <em>running a business</em>. I believe Cityscape has rules for that. </p><p></p><p>For corruption, what you really need are rules on conversion. I'm positive there's rules for this somewhere in d20 land, though I thought the BoVD had these, too. </p><p></p><p>Further Discussion:</p><p>You'll find that these things are necessarily "interestingly evil" in and of themselves, though. Ask anyone who runs a dispensiary or a bunny ranch about their "evil" and you'll likely get an earful about how the true evil is caused by making these things illegal, thus making them subject to laws that exist outside of society -- namely, the laws of misanthropy and cruelty that exist whenever we dehumanize each other. </p><p></p><p>So it's not the sex and the drugs that are "eeeeeeeeeevil." It's the way people are turned into less-than-people for doing these things. Power dynamics and shame and regret and fear and authority and escapism...</p><p></p><p>So if you really want an interestingly evil game, what you're going to maybe want rules for, is how you break people. What does it take for the powerful to abuse the powerless? What does it take for ignorance to turn to hatred? What does it take to make someone so hopeless and desperate that a moral compass is a luxury rather than a necessity? </p><p></p><p>That's much more about the NPC and adventure design than it is about the rules, though. It's not "hur hur dwarf harlots are cheaper than halflings derpy derp" or "lol Will save or you'll debase yourself for enough GP to buy some pipeweed lolololol" or "Nat 20 means ur my loyal peon!!11!!1!!!" </p><p></p><p>To start out, I'd suggest reading some old tragedies from the Greeks or Shakespeare. Get a handle on what <em>evil</em> is. Get a grip on what makes <a href="http://en.wikipedia.org/wiki/Iago" target="_blank">Iago</a> a truly horrible character, or why <a href="http://en.wikipedia.org/wiki/Lady_Macbeth" target="_blank">Lady Macbeth</a> is "actually" an evil person. And then understand that these are characters your PC's in an "evil campaign" will WANT TO BE LIKE.</p><p></p><p>They're going to need counterpoints -- Big Bold Good Guys (BBGGs!) to break in interesting and creative ways. Challenges put in front of them to help them cause the slide. They're going to need to want to cause disaster -- and to understand why they want that.</p><p></p><p>If you want rules on running a drug ring or a brothel or whatever, that's peanuts. If you want "actual" evil, you should be more interested in what motivates people, and why they might be motivated to do horrible things to each other.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6041033, member: 2067"] Useful Answers: For drugs, what you really need then are rules on [I]addiction[/I]. I believe the BoVD has those rules, but if not you might want to adopt the disease rules. For prostitution, what you really need are rules on [I]running a business[/I]. I believe Cityscape has rules for that. For corruption, what you really need are rules on conversion. I'm positive there's rules for this somewhere in d20 land, though I thought the BoVD had these, too. Further Discussion: You'll find that these things are necessarily "interestingly evil" in and of themselves, though. Ask anyone who runs a dispensiary or a bunny ranch about their "evil" and you'll likely get an earful about how the true evil is caused by making these things illegal, thus making them subject to laws that exist outside of society -- namely, the laws of misanthropy and cruelty that exist whenever we dehumanize each other. So it's not the sex and the drugs that are "eeeeeeeeeevil." It's the way people are turned into less-than-people for doing these things. Power dynamics and shame and regret and fear and authority and escapism... So if you really want an interestingly evil game, what you're going to maybe want rules for, is how you break people. What does it take for the powerful to abuse the powerless? What does it take for ignorance to turn to hatred? What does it take to make someone so hopeless and desperate that a moral compass is a luxury rather than a necessity? That's much more about the NPC and adventure design than it is about the rules, though. It's not "hur hur dwarf harlots are cheaper than halflings derpy derp" or "lol Will save or you'll debase yourself for enough GP to buy some pipeweed lolololol" or "Nat 20 means ur my loyal peon!!11!!1!!!" To start out, I'd suggest reading some old tragedies from the Greeks or Shakespeare. Get a handle on what [I]evil[/I] is. Get a grip on what makes [URL="http://en.wikipedia.org/wiki/Iago"]Iago[/URL] a truly horrible character, or why [URL="http://en.wikipedia.org/wiki/Lady_Macbeth"]Lady Macbeth[/URL] is "actually" an evil person. And then understand that these are characters your PC's in an "evil campaign" will WANT TO BE LIKE. They're going to need counterpoints -- Big Bold Good Guys (BBGGs!) to break in interesting and creative ways. Challenges put in front of them to help them cause the slide. They're going to need to want to cause disaster -- and to understand why they want that. If you want rules on running a drug ring or a brothel or whatever, that's peanuts. If you want "actual" evil, you should be more interested in what motivates people, and why they might be motivated to do horrible things to each other. [/QUOTE]
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