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Evil or not?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4604230" data-attributes="member: 35909"><p>I normally discourage but don't ban evil PCs. I make it clear that if they mess up the party dynamics or betray the party, or otherwise become very disruptive I will smite the character. I think a well played LE can get along fien with most parties. The alignments I'm most leary of are NE, CE, and sometimes CN.</p><p></p><p>In my current game, it is an evil campaign, which was decided as a group from the start. 3 are NE, one is LE, and one of the NE PCs likes arson enough that he could slide to CE in time. I made it clear I wanted them all to be friends and on the same page, and will not tolerate backstabbing. They were made with a semi-shared religion (two worship a god that despises all the others, one being a cleric of him, and the other two generally hate all of divinity) so they have a fanatical bent to tie them together. I've also decided to keep their situation dire and force them to struggle bitterly to survive early on in the hopes it will cement some sort of team spirit between them out of necessity. My greatest difficulty so far has been their motivation. It really is hard to find things besides shiny rewards or negative reinforcement ("if you don't do this, you're dead"), so I want them to develop their characters more. Two players still have no backstory despite me requesting them for everyone, which just makes it harder to find thigngs to interest them.</p><p></p><p>As far as lines being crossed...I wouldn't want to actually facilitate someone's sick fantasies in game, but evil is evil. I entirely allow them to take captives to later rape, torture for fun, or whatever else they feel would be in-character. One believes everyone deserves the "honor" of dying in battle --whether they wanted to be a combatant or not. I limit how graphic things get to an acceptable level for us, and in turn let them know karma's a <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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" /> and they can expect some miserable experiences of their own. I enjoy the works of the Marquis de Sade and find the concept of even innocent-seeming people being capable of shockingly dark deeds fun to explore, so the current game has been good for that. As long as everyone is mature about it and comfortable, it's not a big deal, IME.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4604230, member: 35909"] I normally discourage but don't ban evil PCs. I make it clear that if they mess up the party dynamics or betray the party, or otherwise become very disruptive I will smite the character. I think a well played LE can get along fien with most parties. The alignments I'm most leary of are NE, CE, and sometimes CN. In my current game, it is an evil campaign, which was decided as a group from the start. 3 are NE, one is LE, and one of the NE PCs likes arson enough that he could slide to CE in time. I made it clear I wanted them all to be friends and on the same page, and will not tolerate backstabbing. They were made with a semi-shared religion (two worship a god that despises all the others, one being a cleric of him, and the other two generally hate all of divinity) so they have a fanatical bent to tie them together. I've also decided to keep their situation dire and force them to struggle bitterly to survive early on in the hopes it will cement some sort of team spirit between them out of necessity. My greatest difficulty so far has been their motivation. It really is hard to find things besides shiny rewards or negative reinforcement ("if you don't do this, you're dead"), so I want them to develop their characters more. Two players still have no backstory despite me requesting them for everyone, which just makes it harder to find thigngs to interest them. As far as lines being crossed...I wouldn't want to actually facilitate someone's sick fantasies in game, but evil is evil. I entirely allow them to take captives to later rape, torture for fun, or whatever else they feel would be in-character. One believes everyone deserves the "honor" of dying in battle --whether they wanted to be a combatant or not. I limit how graphic things get to an acceptable level for us, and in turn let them know karma's a :):):):):) and they can expect some miserable experiences of their own. I enjoy the works of the Marquis de Sade and find the concept of even innocent-seeming people being capable of shockingly dark deeds fun to explore, so the current game has been good for that. As long as everyone is mature about it and comfortable, it's not a big deal, IME. [/QUOTE]
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