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*Dungeons & Dragons
Evil Campaign?
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<blockquote data-quote="MechaPilot" data-source="post: 6846198" data-attributes="member: 82779"><p>I have a preference for the odd, preferring to play monstrous races over "normal" ones, and often preferring to play a villainess over a heroine.</p><p></p><p>One of my favorite characters is one that I played in an evil campaign. Her name was Cyllinth, and she was a cleric of her own divinity (or, rather, profanity, given that she's evil). She viewed herself as a nascent hellgoddess, and used her travels and cleric powers to perform miracles and gain followers. She kept diaries with the intent of later editing them into the bible for her cult. Some of the reasons why she worked with the other PCs and had no qualms about destroying, or thwarting the plans of, the adventures' villains included:</p><p></p><p>1) the adventure villains refused to worship her (the look on my DM's face the first time she offered to allow a villain to live if he kissed her feet and professed that she was "the one true goddess, perfect, and with beauty to surpass all others" was priceless).</p><p></p><p>2) it gave her the ooportunity to find magic items that could help her gather, maintain, and arm a cult of followers.</p><p></p><p>and 3) she was able to get rid of the villainous competition, and a party helped her do that even when they were stronger than she currently was.</p><p></p><p>As long as a villainous character has suitable motivations, and is not entirely self-deluded, she can easily work with others and go on the same kinds of adventures that good characters can go on. The only real difference is the motivation involved. A good party might want to save a town for the sake of the people living there, but an evil party might want to save a town because they heard a powerful relic lies in the ruins the town was built upon.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6846198, member: 82779"] I have a preference for the odd, preferring to play monstrous races over "normal" ones, and often preferring to play a villainess over a heroine. One of my favorite characters is one that I played in an evil campaign. Her name was Cyllinth, and she was a cleric of her own divinity (or, rather, profanity, given that she's evil). She viewed herself as a nascent hellgoddess, and used her travels and cleric powers to perform miracles and gain followers. She kept diaries with the intent of later editing them into the bible for her cult. Some of the reasons why she worked with the other PCs and had no qualms about destroying, or thwarting the plans of, the adventures' villains included: 1) the adventure villains refused to worship her (the look on my DM's face the first time she offered to allow a villain to live if he kissed her feet and professed that she was "the one true goddess, perfect, and with beauty to surpass all others" was priceless). 2) it gave her the ooportunity to find magic items that could help her gather, maintain, and arm a cult of followers. and 3) she was able to get rid of the villainous competition, and a party helped her do that even when they were stronger than she currently was. As long as a villainous character has suitable motivations, and is not entirely self-deluded, she can easily work with others and go on the same kinds of adventures that good characters can go on. The only real difference is the motivation involved. A good party might want to save a town for the sake of the people living there, but an evil party might want to save a town because they heard a powerful relic lies in the ruins the town was built upon. [/QUOTE]
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