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Evil & Good PCs working together
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<blockquote data-quote="Shades of Green" data-source="post: 2982149" data-attributes="member: 3297"><p>My suggestions:</p><p>1) Try to avoid seriously "good-centric" (e.g. Paladin or most Clerics of good gods) or seriously "evil-centric" (e.g. Blackguards or most Clerics of evil gods) character classes, as these will tend to lead to constant conflicts, or will spend alot of energy (sometimes too much) on trying to convert characters of the opposite alignment to their alignment. Keep your divine spellcasters neutral or close to neutral.</p><p>2) Give the characters a common cause and/or a common enemy to band togather against, even if they'll band togather for different reasons (e.g. the neutral evil rogue wants to break into the opressive baron's castle in order to steal a prised grand gem for its cash value; the chaotic good bard wants to break into that castle in order to steal the baron's military plans for the resistance).</p><p>3) Remember (and remind your players if needed) that "evil" does not nescerily mean "unreasonable" or "anti-social"; in D&D it usually means "puts self interests abouve all else" and/or "has a 'dirty' modus operandi and thinks that the end justifies all means".</p><p>4) Also remember that evil is an alignment, not nescerily a strict political alliegance (sp?); just because the villian is evil doesn't mean that the evil PCs will have to cooperate with him. Actually, evil characters tend to be far more egoist and competitive than good ones; they'll probably covet the villian's power and/or treasure and/or to gain reputation by kiling a tough villian.</p><p>5) Plots with moral conflicts in them are going to be VERY interesting for such a group, but don't overdo them - too less and alignments won't be interesting, too much and you'll have an overgrown inter-PC conflict.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 2982149, member: 3297"] My suggestions: 1) Try to avoid seriously "good-centric" (e.g. Paladin or most Clerics of good gods) or seriously "evil-centric" (e.g. Blackguards or most Clerics of evil gods) character classes, as these will tend to lead to constant conflicts, or will spend alot of energy (sometimes too much) on trying to convert characters of the opposite alignment to their alignment. Keep your divine spellcasters neutral or close to neutral. 2) Give the characters a common cause and/or a common enemy to band togather against, even if they'll band togather for different reasons (e.g. the neutral evil rogue wants to break into the opressive baron's castle in order to steal a prised grand gem for its cash value; the chaotic good bard wants to break into that castle in order to steal the baron's military plans for the resistance). 3) Remember (and remind your players if needed) that "evil" does not nescerily mean "unreasonable" or "anti-social"; in D&D it usually means "puts self interests abouve all else" and/or "has a 'dirty' modus operandi and thinks that the end justifies all means". 4) Also remember that evil is an alignment, not nescerily a strict political alliegance (sp?); just because the villian is evil doesn't mean that the evil PCs will have to cooperate with him. Actually, evil characters tend to be far more egoist and competitive than good ones; they'll probably covet the villian's power and/or treasure and/or to gain reputation by kiling a tough villian. 5) Plots with moral conflicts in them are going to be VERY interesting for such a group, but don't overdo them - too less and alignments won't be interesting, too much and you'll have an overgrown inter-PC conflict. [/QUOTE]
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