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<blockquote data-quote="Jester David" data-source="post: 5971022" data-attributes="member: 37579"><p>Think <em>Grand Theft Auto</em>. No, really. If you've every played those games or related games use them as a template, look at the things they ask you to do. </p><p></p><p>Start them out small as members of a gang and have a higher up assign missions or tasks. Robbery, threats, the occasional murder. It really helps if the PCs all work for the same Thieves' Guild or pirate captain. It gives them an excuse to work together.</p><p></p><p>Once they have a feel for the world and setting and their characters, let them be a little more proactive. Maybe they want to seize control. Maybe they want to cause a little random mayhem. Maybe they have a scheme or plan they want to try out.</p><p></p><p>Since being villains is a little bit extra of wish fulfilment, be sure to add little moments where the players can act out. The jerk who annoys them in a bar, the arrogant jock who tries to steal their girl, the easy mark spending too much gold, etc. Give them the easy opportunities to do something nasty that also won't make the players feel scuzy. </p><p></p><p>Ask your players for suggestions. Find out where they draw the line as a group, find out how evil they want to be and how gritty they want the game to be. There's a huge difference between an evil game played seriously (torturing a crying shopkeeper in front of his family while his young son cries "daddy! daddy!") and an evil game played comically and over the top (dungeon crawl through nunnery fight wave after wave of highly trained ninja nuns before facing the monk mother superiour).</p></blockquote><p></p>
[QUOTE="Jester David, post: 5971022, member: 37579"] Think [I]Grand Theft Auto[/I]. No, really. If you've every played those games or related games use them as a template, look at the things they ask you to do. Start them out small as members of a gang and have a higher up assign missions or tasks. Robbery, threats, the occasional murder. It really helps if the PCs all work for the same Thieves' Guild or pirate captain. It gives them an excuse to work together. Once they have a feel for the world and setting and their characters, let them be a little more proactive. Maybe they want to seize control. Maybe they want to cause a little random mayhem. Maybe they have a scheme or plan they want to try out. Since being villains is a little bit extra of wish fulfilment, be sure to add little moments where the players can act out. The jerk who annoys them in a bar, the arrogant jock who tries to steal their girl, the easy mark spending too much gold, etc. Give them the easy opportunities to do something nasty that also won't make the players feel scuzy. Ask your players for suggestions. Find out where they draw the line as a group, find out how evil they want to be and how gritty they want the game to be. There's a huge difference between an evil game played seriously (torturing a crying shopkeeper in front of his family while his young son cries "daddy! daddy!") and an evil game played comically and over the top (dungeon crawl through nunnery fight wave after wave of highly trained ninja nuns before facing the monk mother superiour). [/QUOTE]
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