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Evil or not?
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<blockquote data-quote="Pseudopsyche" data-source="post: 4604067" data-attributes="member: 54600"><p>I allow evil PCs, but I operationalize the good-evil alignment axis in terms of a character's natural impulse regarding a stranger. Good characters want to help strangers in need. Neutral characters mind their own business. Evil characters want to exploit strangers. Obviously, circumstances dictate the degree to which people act on their natural impulses. By my definition, society surely includes many evil people who obey the law only in fear of punishment or reprisal.</p><p></p><p>Note that even evil characters can have friends, family, and other loved ones for whom they might risk or sacrifice themselves. For an evil PC, I just ask that this group of trusted allies include the other PCs.</p><p></p><p>I only tolerate continuing conflict among PCs if the players map out the course of this conflict out-of-character. My group actually uses Firefly as an explicit inspiration for many aspects of our campaign, but I would only allow a character such as Jayne if his player gives him a reason to remain loyal to the team. "Near betrayals" would only be allowed if all the relevant players agree on the outcome. Otherwise, the improvisational nature of role-playing games (in contrast to the scripted nature of television shows) almost always causes character conflict to escalate into player conflict and hurt feelings, IME.</p><p></p><p>I do think I would have a problem with a PC who is chaotic evil, as defined in 4E. Even if a player managed to justify why such a character would remain loyal to the party, reining in the character's natural tendencies might hog too much of the spotlight. It's just too hard to imagine a chaotic evil character being a team player.</p></blockquote><p></p>
[QUOTE="Pseudopsyche, post: 4604067, member: 54600"] I allow evil PCs, but I operationalize the good-evil alignment axis in terms of a character's natural impulse regarding a stranger. Good characters want to help strangers in need. Neutral characters mind their own business. Evil characters want to exploit strangers. Obviously, circumstances dictate the degree to which people act on their natural impulses. By my definition, society surely includes many evil people who obey the law only in fear of punishment or reprisal. Note that even evil characters can have friends, family, and other loved ones for whom they might risk or sacrifice themselves. For an evil PC, I just ask that this group of trusted allies include the other PCs. I only tolerate continuing conflict among PCs if the players map out the course of this conflict out-of-character. My group actually uses Firefly as an explicit inspiration for many aspects of our campaign, but I would only allow a character such as Jayne if his player gives him a reason to remain loyal to the team. "Near betrayals" would only be allowed if all the relevant players agree on the outcome. Otherwise, the improvisational nature of role-playing games (in contrast to the scripted nature of television shows) almost always causes character conflict to escalate into player conflict and hurt feelings, IME. I do think I would have a problem with a PC who is chaotic evil, as defined in 4E. Even if a player managed to justify why such a character would remain loyal to the party, reining in the character's natural tendencies might hog too much of the spotlight. It's just too hard to imagine a chaotic evil character being a team player. [/QUOTE]
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