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Evil Characters?? Whats your take.
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<blockquote data-quote="mhacdebhandia" data-source="post: 1982740" data-attributes="member: 18832"><p>My favourite Third Edition campaign is still my first, a Planescape game in which the party was evenly split between Neutral and Evil PCs (and between Lawful and Chaotic PCs, which became the real focus of intra-party conflict).</p><p></p><p>I have no problem whatsoever playing in a "white hats" campaign - I currently play in Hong's game, for example, where it is acknowledged that if my character gets much more "not bitter" he will become an NPC. Other short-lived games I've played in have had DMs simply ask us to refrain from acting immorally, or have relied upon genre conventions to encourage heroism (such as a Sixties-style four-colour superhero game using the <em>Aberrant</em> system, where Taint did not mutate the characters but instead advanced the "tone timeline"; once a certain amount of Taint existed in the party, the game started to be influenced by the conventions of Seventies comics . . .), or have featured spots of pragmatic evil actions in generally heroic PCs.</p><p></p><p>On the other hand, I also enjoy playing self-interested or outright blackhearted characters. It all depends on the game, and on what kind of character I think up.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 1982740, member: 18832"] My favourite Third Edition campaign is still my first, a Planescape game in which the party was evenly split between Neutral and Evil PCs (and between Lawful and Chaotic PCs, which became the real focus of intra-party conflict). I have no problem whatsoever playing in a "white hats" campaign - I currently play in Hong's game, for example, where it is acknowledged that if my character gets much more "not bitter" he will become an NPC. Other short-lived games I've played in have had DMs simply ask us to refrain from acting immorally, or have relied upon genre conventions to encourage heroism (such as a Sixties-style four-colour superhero game using the [i]Aberrant[/i] system, where Taint did not mutate the characters but instead advanced the "tone timeline"; once a certain amount of Taint existed in the party, the game started to be influenced by the conventions of Seventies comics . . .), or have featured spots of pragmatic evil actions in generally heroic PCs. On the other hand, I also enjoy playing self-interested or outright blackhearted characters. It all depends on the game, and on what kind of character I think up. [/QUOTE]
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