Blind evil campaign

Matthias

Explorer
I would like some tips for running an 'evil' campaign (where the PCs are evil) as a 'blind' campaign (where the players don't know their characters are evil or believe them to be acting at least non-evilly)

My system of choice is D&D 3.5 but I would imagine the advice given can be version-independent?
 

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Matthias said:
I would like some tips for running an 'evil' campaign (where the PCs are evil) as a 'blind' campaign (where the players don't know their characters are evil or believe them to be acting at least non-evilly)

What does it mean to be evil and not know it?
 

We won't be keeping track of alignments on paper, obviously. But there must be a way to run the game such that the players think they are running generally altruistic and well-meaning characters when in fact their characters are becoming a scourge of actual civilization.
 

Matthias said:
We won't be keeping track of alignments on paper, obviously. But there must be a way to run the game such that the players think they are running generally altruistic and well-meaning characters when in fact their characters are becoming a scourge of actual civilization.
In general, it requires deception.

1) The enemies they fight are actually doing good, and thus the PCs are stopping it (The guy they think is a warlord trying to take over the country is really the legitimate heir to the throne, being denied by his wretched uncle of a Regeant).

This requires you to offer shades of gray and complexity. If the Good Guys are wearing white and angelic choirs follow them around, the PCs will recognize what's going on. So sow doubt in their minds.

For instance, take "Discriminated Minority or Freedom Fighter" angle. There's a minority in a city/area that's being hassled, attempted to be exterminated, etc. The rhetoric is that these are bad people who are corrupting/harming the area, etc. The Minority might hire the PCs to help them fight back. But in actuality, the Minority is evil; they're plotting to overthrow the government, are corrupting the locals, or are behind a crime ring, so forth. But they are playing the "Poor, abused minority" card as a PR move.

2) The PCs actions further the cause of evil (PCs patron is really the BBEG who's sending them on quests to further his goals).

This is the most common avenue.

3) PCs are powered by evil entities (The Entity giving the Cleric its spells ain't the god he's praying to, all the paladin's abilities are simulated by a demon bound in his sword, etc).

In general, you have to be really careful. This is sort've like "AND IT WAS ALL A DREAM" plot twists; you either do it well, or you infuriate your audience (the players).

Among other things, I think this may be difficult with 3.5, given the way alignment is interwoven with the various rules.
 
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Matthias said:
the players think they are running generally altruistic and well-meaning characters when in fact their characters are becoming a scourge of actual civilization.
You just described a typical D&D game.
 


They are touched by the EVIL claw of DOOM.

Basically make them very good at being evil, but very poor at being good. Everything they do tends out to be evil.

They saved a village.. it turns out to be one of cannibals and devil worshippers.

They overthrow a seemingly tyrant baron.. who was really just doing what he needed to do to keep the land safe.

They might even have an epic destiny to become a great force for evil.
 


mjukglass said:
Ask your players how they would like to portray that situation in game.

Totally agree. I don't think it's reasonable to spring this on the players without their buy-in. I'm not sure what your goal is with the campaign, but some kind of moral lesson as an "aha! gotcha" kind of thing is probably going to end badly.

Now having the *characters* not know, absolutely. I've had that kind of thing come up a number of times, and the players really enjoyed how it played out -- but they were willing and invested in that kind of play.

Besides, if you want to do something where they're evil and neither the PCs nor the players realize it, then they're *not* evil, they're just working at cross-purposes to what the DM has defined as "good". Much less interesting, that.
 

The players would only be evil in those ideas if they were being willfully blind. Otherwise, they are only dumb enough to fall for it.
 

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