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Evil is cool
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<blockquote data-quote="Janx" data-source="post: 5007811" data-attributes="member: 8835"><p>One other factor, in the "Evil can do whatever it wants" is that good cannot do "whatever".  Good is restricted from doing certain things, and encouraged to do others.</p><p></p><p>This has come up in the current plot thread.  One of my observations as a DM is, with a good party, I can make them do stuff.</p><p></p><p>Why?</p><p></p><p>If you have 2 bars with a an evil party in one bar, and a good party in the other, and the plot hook bearing NPC runs in breathlessly exclaiming that kobolds have taken is baby, what can you predict about the two parties?</p><p></p><p>The good party, lacking any other higher priority "quest" will most likely volunteer to rescue the baby.  They like XP.  They like doing good deeds.  Unless they determine the story is false, they will most likely be going to where the baby is.</p><p></p><p>The evil party is at most motivated by treasure and XP.  As a DM, you have no idea if they will go rescue the baby.  Or rescue the baby and hold it for ransom.  Or not even talk to the NPC.  Or go find the kobolds, kill the boss and start their own army.  As a DM, you have no freaking clue.  Even better, half-way through, they might change their mind.</p><p></p><p>Conversely, the good party is going to keep plowing through kobolds until they get that baby and bring it back.  Barring some new information that changes their tactics or priority (like the baby is dead, evil, or a lie).</p><p></p><p>This trait of good PCs is something inherent to the nature of being good.  If you embrace it, it's no big deal.  I'm a hero, I solve problems. I get XP and treasure along the way, and I'm here to save the day.</p><p></p><p>If you don't embrace it, "having" to go rescue yet another brat gets in the way of doing stuff.  Doing stuff usually seems to devolve into griefing NPCs and causing trouble.</p></blockquote><p></p>
[QUOTE="Janx, post: 5007811, member: 8835"] One other factor, in the "Evil can do whatever it wants" is that good cannot do "whatever". Good is restricted from doing certain things, and encouraged to do others. This has come up in the current plot thread. One of my observations as a DM is, with a good party, I can make them do stuff. Why? If you have 2 bars with a an evil party in one bar, and a good party in the other, and the plot hook bearing NPC runs in breathlessly exclaiming that kobolds have taken is baby, what can you predict about the two parties? The good party, lacking any other higher priority "quest" will most likely volunteer to rescue the baby. They like XP. They like doing good deeds. Unless they determine the story is false, they will most likely be going to where the baby is. The evil party is at most motivated by treasure and XP. As a DM, you have no idea if they will go rescue the baby. Or rescue the baby and hold it for ransom. Or not even talk to the NPC. Or go find the kobolds, kill the boss and start their own army. As a DM, you have no freaking clue. Even better, half-way through, they might change their mind. Conversely, the good party is going to keep plowing through kobolds until they get that baby and bring it back. Barring some new information that changes their tactics or priority (like the baby is dead, evil, or a lie). This trait of good PCs is something inherent to the nature of being good. If you embrace it, it's no big deal. I'm a hero, I solve problems. I get XP and treasure along the way, and I'm here to save the day. If you don't embrace it, "having" to go rescue yet another brat gets in the way of doing stuff. Doing stuff usually seems to devolve into griefing NPCs and causing trouble. [/QUOTE]
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