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Evil character in the party
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<blockquote data-quote="Herr der Qual" data-source="post: 6506531" data-attributes="member: 6789144"><p>As I see it the character, wanted to play the aloof rogue, no allegiance but to themselves, which in my opinion is fine. The party will resolve his allegiance issue on their own, but you should probably make it clear that they can do something about his behavior, they may be restrained in dealing with him as they are unsure if they are clear to proceed.</p><p></p><p>I've had a few party's where there was an outcast alignment, one was played very well, one was played poorly (such as the case study in this thread).</p><p></p><p>The clever one was a Rogue, he would sneak off in the middle of the night to do his evil deeds away from party eyes, most of the time, other times he would just find a secluded corner in a back alley to deal with someone, a-la-darkside. He more than once, fenced an expensive (rare) item the party had recovered, got into a bar fight and lost intentionally (but not obviously), then return to the party claiming he had been mugged, they would retrieve it and he would be the richer for having sold it and regained it. The best part was, they completed the campaign with none of the party members discovering his alignment or any of his evil deeds, including selling out the party to an enemy to buy him time to deal with a do-gooder that had found him out and he feared (rightfully so) that said NPC was going to rat him out. Then returned to help save the party. It was brilliantly played.</p><p></p><p>The other evil character was left to die on the battlefield the first time he was knocked unconscious, the cleric "thought he had more time". Oops. His next character was more in-line with the party's general alignment.</p></blockquote><p></p>
[QUOTE="Herr der Qual, post: 6506531, member: 6789144"] As I see it the character, wanted to play the aloof rogue, no allegiance but to themselves, which in my opinion is fine. The party will resolve his allegiance issue on their own, but you should probably make it clear that they can do something about his behavior, they may be restrained in dealing with him as they are unsure if they are clear to proceed. I've had a few party's where there was an outcast alignment, one was played very well, one was played poorly (such as the case study in this thread). The clever one was a Rogue, he would sneak off in the middle of the night to do his evil deeds away from party eyes, most of the time, other times he would just find a secluded corner in a back alley to deal with someone, a-la-darkside. He more than once, fenced an expensive (rare) item the party had recovered, got into a bar fight and lost intentionally (but not obviously), then return to the party claiming he had been mugged, they would retrieve it and he would be the richer for having sold it and regained it. The best part was, they completed the campaign with none of the party members discovering his alignment or any of his evil deeds, including selling out the party to an enemy to buy him time to deal with a do-gooder that had found him out and he feared (rightfully so) that said NPC was going to rat him out. Then returned to help save the party. It was brilliantly played. The other evil character was left to die on the battlefield the first time he was knocked unconscious, the cleric "thought he had more time". Oops. His next character was more in-line with the party's general alignment. [/QUOTE]
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