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General Tabletop Discussion
*Dungeons & Dragons
Evil parties that don't fall apart: ideas, suggestions, experiences?
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<blockquote data-quote="occam" data-source="post: 6379392" data-attributes="member: 39815"><p>This.</p><p></p><p>I played an evil character in an evil party for years; the longest-running campaign in which I've been involved, in fact. I was skeptical about the idea at first, having heard all the same warnings as everyone else: it'll end in chaos, everyone will backstab everyone else, etc. On the contrary, the party worked very well together, achieving a unity of purpose and action I've rarely, if ever, experienced in role-playing before.</p><p></p><p>During the campaign, our characters cheated, robbed, tortured, and killed numerous opponents over time. We allied with a devious rakshasa, a mysterious vampire, a fearsome lich, and a powerful evil dragon. We opposed holy knights and the avatar of a goddess of mercy. But we also fought a (different) evil dragon and her minions, killed lots of demons and undead, and held out against an invasion led by mind flayers. Heck, by the end, you could barely tell the difference between our party and any other group of D&D characters devoted to protecting the kingdom, or the world. Why? Because by that point we'd accumulated a bunch of... stuff (money, power, etc.) and weren't going to let a bunch of tentacle-headed jerks mess that up!</p><p></p><p>But we never turned on each other, at least not seriously and not for long. Why would we? We needed help to survive, and we could all accomplish our goals more effectively by working together. Evil characters <em>can</em> form trusting relationships with one another, and it's essential to do so in a game like D&D. You see this in various forms of fiction all the time, so there's plenty of precedent. Being evil doesn't necessarily mean you can't learn to trust.</p><p></p><p>However, if we had been faced with a situation where our individual interests didn't align (which almost happened a few times)... things could've gotten hairy. In those cases, we tried to massage things to realign our interests somehow, or at least stay out of each other's way. Again, building up trust over time is essential.</p><p></p><p>On a final note, the characters in this group <em>did</em> drive the plot more than other D&D groups I've been a part of. Most had plots and schemes that forced others (i.e. the DM) to react, rather than waiting for the noble to tell them about some town with a monster problem. Maybe that wasn't just because they were evil, but I think it played a part.</p></blockquote><p></p>
[QUOTE="occam, post: 6379392, member: 39815"] This. I played an evil character in an evil party for years; the longest-running campaign in which I've been involved, in fact. I was skeptical about the idea at first, having heard all the same warnings as everyone else: it'll end in chaos, everyone will backstab everyone else, etc. On the contrary, the party worked very well together, achieving a unity of purpose and action I've rarely, if ever, experienced in role-playing before. During the campaign, our characters cheated, robbed, tortured, and killed numerous opponents over time. We allied with a devious rakshasa, a mysterious vampire, a fearsome lich, and a powerful evil dragon. We opposed holy knights and the avatar of a goddess of mercy. But we also fought a (different) evil dragon and her minions, killed lots of demons and undead, and held out against an invasion led by mind flayers. Heck, by the end, you could barely tell the difference between our party and any other group of D&D characters devoted to protecting the kingdom, or the world. Why? Because by that point we'd accumulated a bunch of... stuff (money, power, etc.) and weren't going to let a bunch of tentacle-headed jerks mess that up! But we never turned on each other, at least not seriously and not for long. Why would we? We needed help to survive, and we could all accomplish our goals more effectively by working together. Evil characters [i]can[/i] form trusting relationships with one another, and it's essential to do so in a game like D&D. You see this in various forms of fiction all the time, so there's plenty of precedent. Being evil doesn't necessarily mean you can't learn to trust. However, if we had been faced with a situation where our individual interests didn't align (which almost happened a few times)... things could've gotten hairy. In those cases, we tried to massage things to realign our interests somehow, or at least stay out of each other's way. Again, building up trust over time is essential. On a final note, the characters in this group [i]did[/i] drive the plot more than other D&D groups I've been a part of. Most had plots and schemes that forced others (i.e. the DM) to react, rather than waiting for the noble to tell them about some town with a monster problem. Maybe that wasn't just because they were evil, but I think it played a part. [/QUOTE]
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