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Evil parties that don't fall apart: ideas, suggestions, experiences?
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<blockquote data-quote="Desdichado" data-source="post: 6379990" data-attributes="member: 2205"><p>You're right; it's not entirely fair. Part of the problem is that the law/chaos axis of alignment doesn't make any real sense when it comes to people's actual motivation and morality and ethics. It's a nonsense code that people are trying to interpret in play, but because it's nonsense, they can't really do it properly. </p><p></p><p>My most successful "evil" campaigns were usually when I specifically told the players that I wasn't using alignment as a mechanic at all, and there wasn't any point in assigning yourself one. Then I told them that the the theme was pirates, criminals and scoundrels. </p><p></p><p>Interpreted after the fact into D&D, they'd no doubt have been evil characters. But we didn't really try to do that, because we didn't care.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 6379990, member: 2205"] You're right; it's not entirely fair. Part of the problem is that the law/chaos axis of alignment doesn't make any real sense when it comes to people's actual motivation and morality and ethics. It's a nonsense code that people are trying to interpret in play, but because it's nonsense, they can't really do it properly. My most successful "evil" campaigns were usually when I specifically told the players that I wasn't using alignment as a mechanic at all, and there wasn't any point in assigning yourself one. Then I told them that the the theme was pirates, criminals and scoundrels. Interpreted after the fact into D&D, they'd no doubt have been evil characters. But we didn't really try to do that, because we didn't care. [/QUOTE]
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