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<blockquote data-quote="BlackMoria" data-source="post: 1749979" data-attributes="member: 424"><p>Depends on the relative maturity of your players. An evil campaign with lots of intrigue, double dealing and scheming can be quite statisfying to run. </p><p></p><p>Characters who think before they act and plan ahead will do well. Evil characters whose concept of evil is kicking puppies and killing shopkeepers because the shopkeeper overcharged them for some item will have a short life expectancy.</p><p></p><p>I ran several evil campaigns during my time as DM. Some were successful. Others were not. The one I grimace most about was the time I ran an evil campaign because the players wanted to play one. To a man, they all decided to be homicidal sociopaths. The campaign lasted 30 minutes real time....</p><p></p><p>They gathered in the tavern at campaign start. They must have thought they were in the cantina for the first star wars movie (where Hans Solo blasts the bounty hunter and noone bats an eye) instead of a tavern in Waterdeep (yep, that Waterdeep). </p><p></p><p>First act one of them does is to kill the person serving them drinks - reason: don't have to pay for the drinks. That understandably upset the bartender, who they killed - reason: the bartender talked back to them.</p><p></p><p>One of them decided then and there to rape one of the serving wenches - reason: she was a pretty female.</p><p></p><p>By this time, most of the patrons are fleeing the bar. So they start cutting down the patrons - reason: the patrons may bring the watch.</p><p></p><p>A few patrons escape and the watch arrives. A pitched battle ensues and watch members are killed. The surviving watch members send for reinforcements.</p><p></p><p>By now the players are upset with me, because I am not cutting them any slack. I calmly reminded them that this was Waterdeep and what the hell did they expect....</p><p></p><p>A 7th level watch mage of the Watchful Order arrives with some other low level reinforcements. A call was made for the party's surrender. The party declines. </p><p></p><p>Realizing that an assault would be costly in manpower, the Watchful Order requests from higher authority the authorization to use 'all means available' to stop these dangerous criminals.</p><p></p><p>So, with a fireball through a busted out window, the party's troubles are over as they all die to a man. Campaign over. Shortest one in my 30 years of playing and DMing. The players were angry and I had to go into a pointed discussion of the law of action/consequences and that they called for the thunder and they got it....</p></blockquote><p></p>
[QUOTE="BlackMoria, post: 1749979, member: 424"] Depends on the relative maturity of your players. An evil campaign with lots of intrigue, double dealing and scheming can be quite statisfying to run. Characters who think before they act and plan ahead will do well. Evil characters whose concept of evil is kicking puppies and killing shopkeepers because the shopkeeper overcharged them for some item will have a short life expectancy. I ran several evil campaigns during my time as DM. Some were successful. Others were not. The one I grimace most about was the time I ran an evil campaign because the players wanted to play one. To a man, they all decided to be homicidal sociopaths. The campaign lasted 30 minutes real time.... They gathered in the tavern at campaign start. They must have thought they were in the cantina for the first star wars movie (where Hans Solo blasts the bounty hunter and noone bats an eye) instead of a tavern in Waterdeep (yep, that Waterdeep). First act one of them does is to kill the person serving them drinks - reason: don't have to pay for the drinks. That understandably upset the bartender, who they killed - reason: the bartender talked back to them. One of them decided then and there to rape one of the serving wenches - reason: she was a pretty female. By this time, most of the patrons are fleeing the bar. So they start cutting down the patrons - reason: the patrons may bring the watch. A few patrons escape and the watch arrives. A pitched battle ensues and watch members are killed. The surviving watch members send for reinforcements. By now the players are upset with me, because I am not cutting them any slack. I calmly reminded them that this was Waterdeep and what the hell did they expect.... A 7th level watch mage of the Watchful Order arrives with some other low level reinforcements. A call was made for the party's surrender. The party declines. Realizing that an assault would be costly in manpower, the Watchful Order requests from higher authority the authorization to use 'all means available' to stop these dangerous criminals. So, with a fireball through a busted out window, the party's troubles are over as they all die to a man. Campaign over. Shortest one in my 30 years of playing and DMing. The players were angry and I had to go into a pointed discussion of the law of action/consequences and that they called for the thunder and they got it.... [/QUOTE]
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