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*Dungeons & Dragons
Evil Campaign?
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<blockquote data-quote="hawkeyefan" data-source="post: 6845552" data-attributes="member: 6785785"><p>My players and I did an evil campaign a few years back in the 3.5 days. I really don't think that malevolently evil characters are all that fun to play, so what we did was we designed PCs that would kind of fall into the evil category, and then I created a scenario for them. The PCs were a shade wizard, a drow fighter, a mind flayer rogue, and a human fighter. </p><p></p><p>We created an expedition type of mission; there was an NPC who had hired the PCs and several other NPCs to travel to the far off jungles to try and begin harvesting the abundant resources of the dangerous location (reopen ancient mines, explore ruins for treasure, etc.). So the mission itself was kind of neutral and it was up to the players how to handle obstacles like the indigenous people of the region, or rival expeditions, and so forth. Did they advocate eliminating the locals if they proved troublesome? Or would they prefer to try and manipulate the locals into being allies or pawns? When the rightful heirs of the mine show up, do they want to eliminate them or somehow work with them or what?</p><p></p><p>I made sure that some of the NPCs that were part of the expedition were good, and some were truly evil. So the PCs had to kind of decide who to agree with on any given situation. It put them more in the middle, so to speak, so that they actually had to choose an evil option or a good option, or try some kind of compromise. The main NPC, a minor noble hoping to make his fortune, would ask the PCs for their input on how situations were to be handled, and also take into consideration the input from the other NPCs, both good and bad. How the PCs handled things would affect their standing with the NPCs within the group, so they made allies and enemies within the expedition, which created a sense of possible danger and intrigue even when they are at home base.</p><p></p><p>I think this really worked well. The campaign quickly shed the simple premise of "evil campaign" and became something a lot more thoughtful and rewarding.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6845552, member: 6785785"] My players and I did an evil campaign a few years back in the 3.5 days. I really don't think that malevolently evil characters are all that fun to play, so what we did was we designed PCs that would kind of fall into the evil category, and then I created a scenario for them. The PCs were a shade wizard, a drow fighter, a mind flayer rogue, and a human fighter. We created an expedition type of mission; there was an NPC who had hired the PCs and several other NPCs to travel to the far off jungles to try and begin harvesting the abundant resources of the dangerous location (reopen ancient mines, explore ruins for treasure, etc.). So the mission itself was kind of neutral and it was up to the players how to handle obstacles like the indigenous people of the region, or rival expeditions, and so forth. Did they advocate eliminating the locals if they proved troublesome? Or would they prefer to try and manipulate the locals into being allies or pawns? When the rightful heirs of the mine show up, do they want to eliminate them or somehow work with them or what? I made sure that some of the NPCs that were part of the expedition were good, and some were truly evil. So the PCs had to kind of decide who to agree with on any given situation. It put them more in the middle, so to speak, so that they actually had to choose an evil option or a good option, or try some kind of compromise. The main NPC, a minor noble hoping to make his fortune, would ask the PCs for their input on how situations were to be handled, and also take into consideration the input from the other NPCs, both good and bad. How the PCs handled things would affect their standing with the NPCs within the group, so they made allies and enemies within the expedition, which created a sense of possible danger and intrigue even when they are at home base. I think this really worked well. The campaign quickly shed the simple premise of "evil campaign" and became something a lot more thoughtful and rewarding. [/QUOTE]
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