omnimpotent
First Post
Somebody really hit it earlier on. Revenge. I had a party of mostly good aligned characters held up by bandits, who swiped some of their stuff. They went CRAZY. They would have stopped at nothing to get at the bandit leader who made them look bad, and stole their precious possessions. If you do this to an evil party, they will be jamming bamboo splinters in the guys sainted grandmother, even if they have to dig her up.
Another great suggestion from above reminds me of the AEG EVIL sourcebook. Have the characters work for an evil overlord/organisation. Instead of rescuing orphans for fun, they will get their orders to rescue said orphans OR ELSE. You don't even need a reason, as the overlord would sooner rant and froth at his underlings than explain himself to them. Make the overlord pretty tough, as the players will probably come gunning for him at some point, which is another adventure that sort of writes itself. The overlord/organisation also somewhat replaces the good alignment, because if orders include keeping things quiet or minimizing collateral damage, it cuts down on some of the wanton murdering and pillaging.
And don't forget to hang the players with their own rope. If one of them has ever played one of those paladins that detect evil every other breath, make sure that some sort of carcariture of that character plagues the evil PC.
The most fun part of an evil campaign is that you can use all of the guys in the MM to fight them, not just the evil ones.
Another great suggestion from above reminds me of the AEG EVIL sourcebook. Have the characters work for an evil overlord/organisation. Instead of rescuing orphans for fun, they will get their orders to rescue said orphans OR ELSE. You don't even need a reason, as the overlord would sooner rant and froth at his underlings than explain himself to them. Make the overlord pretty tough, as the players will probably come gunning for him at some point, which is another adventure that sort of writes itself. The overlord/organisation also somewhat replaces the good alignment, because if orders include keeping things quiet or minimizing collateral damage, it cuts down on some of the wanton murdering and pillaging.
And don't forget to hang the players with their own rope. If one of them has ever played one of those paladins that detect evil every other breath, make sure that some sort of carcariture of that character plagues the evil PC.
The most fun part of an evil campaign is that you can use all of the guys in the MM to fight them, not just the evil ones.