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Evil parties that don't fall apart: ideas, suggestions, experiences?
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<blockquote data-quote="Mull Ponders" data-source="post: 6381251" data-attributes="member: 6777930"><p>It can be done.</p><p></p><p>Way back in 1st edition I played in (then ran) a campaign with mostly evil characters. Chaotic evil fire worshiping clerics, backed up by assassins, assorted fighters and other stuff. The key was they had a bond to each other. They had a larger purpose, something that mere loot couldn't overcome. In this case they were scouts, sent a year ahead of time to explore this unknown region and map out a plan. At the end of that year the "gate" was going to open again and their entire clan (think 10,00 people) would pour through looking for a new home. Given their alignment, it didn't matter too much if someone else was already occupying it, so long as the scouts had figured out their weaknesses.</p><p></p><p>jfolsen</p></blockquote><p></p>
[QUOTE="Mull Ponders, post: 6381251, member: 6777930"] It can be done. Way back in 1st edition I played in (then ran) a campaign with mostly evil characters. Chaotic evil fire worshiping clerics, backed up by assassins, assorted fighters and other stuff. The key was they had a bond to each other. They had a larger purpose, something that mere loot couldn't overcome. In this case they were scouts, sent a year ahead of time to explore this unknown region and map out a plan. At the end of that year the "gate" was going to open again and their entire clan (think 10,00 people) would pour through looking for a new home. Given their alignment, it didn't matter too much if someone else was already occupying it, so long as the scouts had figured out their weaknesses. jfolsen [/QUOTE]
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Evil parties that don't fall apart: ideas, suggestions, experiences?
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