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Evil PCs?
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<blockquote data-quote="Belbarid" data-source="post: 3266308" data-attributes="member: 28213"><p>A few thoughts:</p><p></p><p>I played a Neutral Evil character in a basically good party. He was an utterly selfish, amoral sob who didn't care one whit about anybody but himself. He was also smart enough to not show it. There were a pair of fighters, one human and one minotaur, who could end him in a heartbeat if necessary. Fortunately for him, the human fighter was susceptible to greed, and we concocted a great plan to blackmail the local duke. Long story, but one of my better ones.</p><p></p><p>After that little incident (we got caught, big time), the fighter and I broke off and the DM formed an evil campaign based in the same world and timeline as the good one, with the two working at odds to each other. The (now VERY) evil fighter and I conflicted at every turn, trying to take over leadership of the group. Frankly, it was great fun all the way 'round.</p><p></p><p>BUT, there are lines we didn't cross. We never killed another PC. We never put another player in a position where the game wasn't fun anymore. Our *characters* were evil, not us.</p><p></p><p>Secondly, in the Kalamar game I'm in now, one of the players is Lawful Evil. Loyal to the group, generally speaking (The phrase "I'll kill you last" comes up a lot in place of "Thanks"), but a real cold-hearted type who enjoys dishing out pain. It causes some interesting moments. A paladin NPC was told that he needed us more than we needed him, and that this guy is part of the group. Cope or leave. The ever-popular argument-bait of "Does that Paladin lose his Paladin status" wasn't an issue, though. He blew a save against a wicked trap and was reduced to a puddle of goo. Needless to say, the Evil character wasn't exactly heartbroken. </p><p></p><p>This guy will kill, or provoke a fight with, darn near anything. In the Expidition to Ravenloft (SO cool, btw) we had to tell him in no uncertain terms to keep his mouth shut when the Lord of Barovia was around.</p><p></p><p>On the other hand, there was a situation where we, on this guy's say-so, lured a citizen to a well somewhere in town, where an undead began to drown the guy. I faced down our cleric and told him that if this guy says it's necessary and to not interfere, then we back his play because he backs ours. That's how we work. </p><p></p><p>Basically, much like every other kind of party or campaign idea, it can work. It depends on the players.</p></blockquote><p></p>
[QUOTE="Belbarid, post: 3266308, member: 28213"] A few thoughts: I played a Neutral Evil character in a basically good party. He was an utterly selfish, amoral sob who didn't care one whit about anybody but himself. He was also smart enough to not show it. There were a pair of fighters, one human and one minotaur, who could end him in a heartbeat if necessary. Fortunately for him, the human fighter was susceptible to greed, and we concocted a great plan to blackmail the local duke. Long story, but one of my better ones. After that little incident (we got caught, big time), the fighter and I broke off and the DM formed an evil campaign based in the same world and timeline as the good one, with the two working at odds to each other. The (now VERY) evil fighter and I conflicted at every turn, trying to take over leadership of the group. Frankly, it was great fun all the way 'round. BUT, there are lines we didn't cross. We never killed another PC. We never put another player in a position where the game wasn't fun anymore. Our *characters* were evil, not us. Secondly, in the Kalamar game I'm in now, one of the players is Lawful Evil. Loyal to the group, generally speaking (The phrase "I'll kill you last" comes up a lot in place of "Thanks"), but a real cold-hearted type who enjoys dishing out pain. It causes some interesting moments. A paladin NPC was told that he needed us more than we needed him, and that this guy is part of the group. Cope or leave. The ever-popular argument-bait of "Does that Paladin lose his Paladin status" wasn't an issue, though. He blew a save against a wicked trap and was reduced to a puddle of goo. Needless to say, the Evil character wasn't exactly heartbroken. This guy will kill, or provoke a fight with, darn near anything. In the Expidition to Ravenloft (SO cool, btw) we had to tell him in no uncertain terms to keep his mouth shut when the Lord of Barovia was around. On the other hand, there was a situation where we, on this guy's say-so, lured a citizen to a well somewhere in town, where an undead began to drown the guy. I faced down our cleric and told him that if this guy says it's necessary and to not interfere, then we back his play because he backs ours. That's how we work. Basically, much like every other kind of party or campaign idea, it can work. It depends on the players. [/QUOTE]
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