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Evil or not?
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<blockquote data-quote="Hussar" data-source="post: 4603589" data-attributes="member: 22779"><p>I'm currently running a mostly evil campaign. It's the first time I've ever done it. I was pretty leery at first allowing it, but, I must say, my players have come through beautifully.</p><p></p><p>Surprisingly, I find that they are less fractious/disruptive now than when they play good characters. They know two things that keep everyone in line - first, the outside world really is trying to get them, if they don't stand up for each other, they'll all get it in the neck. Secondly, they know that if they do stupid things to each other, like stealing or lipping off or whatever other disruptive actions I've seen players make over the years, the other guy is well within character to kill him in his sleep. </p><p></p><p>When you know, beyond a shadow of a doubt, that if you get on the bad side of the other guy, you're going to wake up minus body parts, everyone gets a WHOLE lot more polite. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>No one's gone into the rape fantasy thing. The party isn't so much pro-actively evil that they go around doing evil things just because, but, their methods for achieving a goal are certainly evil. Watching the LE monk put a harpoon into the back of the guy who was swimming away because he wanted to eliminate witnesses pretty much sealed his alignment.</p><p></p><p>It's been a very interesting experience. I'm lucky because I've got absolutely fantastic players who are capable of being mature about the whole thing. I know there are other groups that I wouldn't try this at all with.</p><p></p><p>It all comes down to knowing your players.</p><p></p><p>But back to your original question as to why? Well, it allows you to play the anti-hero. Not in the weak, cowardly sense, but, in the Elric or most of the characters from Sin City (other than Frank the cop). Heck, there's all sorts of examples of characters that are evil that aren't disruptive. In Heroes, for example, Mr. Bennet (cannot remember his first name) is quite clearly evil (murders many people, kidnap, torture, etc) yet he loves his adopted daughter so much that he tries to stop the Company to save her. </p><p></p><p>THAT'S an interesting character in my mind. Being the boy scout is easy. And we've probably done it many, many times if you've played D&D for a while. Going evil is a nice change of pace. It's challenging and opens up all sorts of other character concepts that aren't available to traditionally heroic characters.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4603589, member: 22779"] I'm currently running a mostly evil campaign. It's the first time I've ever done it. I was pretty leery at first allowing it, but, I must say, my players have come through beautifully. Surprisingly, I find that they are less fractious/disruptive now than when they play good characters. They know two things that keep everyone in line - first, the outside world really is trying to get them, if they don't stand up for each other, they'll all get it in the neck. Secondly, they know that if they do stupid things to each other, like stealing or lipping off or whatever other disruptive actions I've seen players make over the years, the other guy is well within character to kill him in his sleep. When you know, beyond a shadow of a doubt, that if you get on the bad side of the other guy, you're going to wake up minus body parts, everyone gets a WHOLE lot more polite. :) No one's gone into the rape fantasy thing. The party isn't so much pro-actively evil that they go around doing evil things just because, but, their methods for achieving a goal are certainly evil. Watching the LE monk put a harpoon into the back of the guy who was swimming away because he wanted to eliminate witnesses pretty much sealed his alignment. It's been a very interesting experience. I'm lucky because I've got absolutely fantastic players who are capable of being mature about the whole thing. I know there are other groups that I wouldn't try this at all with. It all comes down to knowing your players. But back to your original question as to why? Well, it allows you to play the anti-hero. Not in the weak, cowardly sense, but, in the Elric or most of the characters from Sin City (other than Frank the cop). Heck, there's all sorts of examples of characters that are evil that aren't disruptive. In Heroes, for example, Mr. Bennet (cannot remember his first name) is quite clearly evil (murders many people, kidnap, torture, etc) yet he loves his adopted daughter so much that he tries to stop the Company to save her. THAT'S an interesting character in my mind. Being the boy scout is easy. And we've probably done it many, many times if you've played D&D for a while. Going evil is a nice change of pace. It's challenging and opens up all sorts of other character concepts that aren't available to traditionally heroic characters. [/QUOTE]
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