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<blockquote data-quote="Kae'Yoss" data-source="post: 1752353" data-attributes="member: 4134"><p>I had some where everyone schemed against the rest, and that all included a couple of people who always play to win, use player knowledge and metagame to the worst.</p><p></p><p>Therefore, in my all-evil campaign, I enforced a working party that didn't do any backstabbing, both in-game and out-of-game. It worked well.</p><p></p><p>I recently played a Blackguard of Bane in an all-evil campaign. The DM obviously wasn't cut out to be a DM for an evil party, for whenever I went into any detail at all when entertaining guests in my torture chamber, he nearly fell of the chair in panic and then told me it wasn't necessary to explain all that. He probably expected all-evil to be just like a normal campaign, only that you work for the other guys.</p><p></p><p>So, if you do an all-evil campaign, be ready for them to commit some atrocities and outrages, or tell them that this is a not-evil evil campaign, like a good campaig, just the other way around. </p><p></p><p>And of course, you have to use different incentives to actually go on all these adventures you thought of. Doing the right thing won't do it, and even a just reward might be refused - as it is much more cost-effective to cut down that guy who wants to send them on the errand and take his stuff. After all, if he were stronger than the opposition he wants to pit you against, he wouldn't need you, right?</p><p></p><p>You can bait them with a lot of power gained, or you can have them forced into doing what you want. They're neonates in the Black Network, and better listen to the high priest of the Black Lord, or else.... This doesn't mean that they have absolutely no freedom, for they can always do stuff on the side, and might want to change organizations.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1752353, member: 4134"] I had some where everyone schemed against the rest, and that all included a couple of people who always play to win, use player knowledge and metagame to the worst. Therefore, in my all-evil campaign, I enforced a working party that didn't do any backstabbing, both in-game and out-of-game. It worked well. I recently played a Blackguard of Bane in an all-evil campaign. The DM obviously wasn't cut out to be a DM for an evil party, for whenever I went into any detail at all when entertaining guests in my torture chamber, he nearly fell of the chair in panic and then told me it wasn't necessary to explain all that. He probably expected all-evil to be just like a normal campaign, only that you work for the other guys. So, if you do an all-evil campaign, be ready for them to commit some atrocities and outrages, or tell them that this is a not-evil evil campaign, like a good campaig, just the other way around. And of course, you have to use different incentives to actually go on all these adventures you thought of. Doing the right thing won't do it, and even a just reward might be refused - as it is much more cost-effective to cut down that guy who wants to send them on the errand and take his stuff. After all, if he were stronger than the opposition he wants to pit you against, he wouldn't need you, right? You can bait them with a lot of power gained, or you can have them forced into doing what you want. They're neonates in the Black Network, and better listen to the high priest of the Black Lord, or else.... This doesn't mean that they have absolutely no freedom, for they can always do stuff on the side, and might want to change organizations. [/QUOTE]
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