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Chaotic Evil Party, Help!
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<blockquote data-quote="Dausuul" data-source="post: 5231412" data-attributes="member: 58197"><p>Well, as others have said, the first question is: Do you have any intrinsic objection to running for a CE party? If not, carry on. If so, sit your players down for a chat.</p><p></p><p>Assuming you choose to carry on, keep in mind that what the players do, acting in character, is not a surefire guide to what they want or what will make the game fun for them. For instance, whenever I send a party on a "save the world" quest, they invariably go to all the powerful good NPCs they can think of and try to recruit them. They do so because it's the logical thing to do in character... but if they actually succeeded at recruiting one of these bad-ass NPCs, they would hate the result (the big NPC does the important stuff while they do side missions). So I design all my powerful good NPCs to be non-recruitable for one reason or another, although they do provide some assistance so the players don't feel their time was wasted.</p><p></p><p>I suggest that your PCs' propensity for attacking defenseless towns is likely the same thing. Going after weak and vulnerable prey is perfectly sensible behavior, as any predator can tell you. But that doesn't mean the players will have fun if the game consists of nothing but pushover fights. Push back! The suggestion to have an order of paladins start hunting them down is a good one.</p><p></p><p>For a long-term campaign arc, I recommend tantalizing the players with the lure of Phenomenal Cosmic Power. For bonus points, design the PCP so that obtaining it requires exactly as many people as the party currently has members; this ought to cut down on backstabbing a bit.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5231412, member: 58197"] Well, as others have said, the first question is: Do you have any intrinsic objection to running for a CE party? If not, carry on. If so, sit your players down for a chat. Assuming you choose to carry on, keep in mind that what the players do, acting in character, is not a surefire guide to what they want or what will make the game fun for them. For instance, whenever I send a party on a "save the world" quest, they invariably go to all the powerful good NPCs they can think of and try to recruit them. They do so because it's the logical thing to do in character... but if they actually succeeded at recruiting one of these bad-ass NPCs, they would hate the result (the big NPC does the important stuff while they do side missions). So I design all my powerful good NPCs to be non-recruitable for one reason or another, although they do provide some assistance so the players don't feel their time was wasted. I suggest that your PCs' propensity for attacking defenseless towns is likely the same thing. Going after weak and vulnerable prey is perfectly sensible behavior, as any predator can tell you. But that doesn't mean the players will have fun if the game consists of nothing but pushover fights. Push back! The suggestion to have an order of paladins start hunting them down is a good one. For a long-term campaign arc, I recommend tantalizing the players with the lure of Phenomenal Cosmic Power. For bonus points, design the PCP so that obtaining it requires exactly as many people as the party currently has members; this ought to cut down on backstabbing a bit. [/QUOTE]
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