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Evil PCs?
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<blockquote data-quote="paradox42" data-source="post: 3266510" data-attributes="member: 29746"><p>My players have asked to play evil on several occasions. In two cases I allowed it, both in campaigns running an all- (or at least mostly-) Evil party.</p><p></p><p>The first such party ended in a party implosion when conflicts between the LE party members and the CE party members escalated into PC-on-PC violence; the group split in two right down the middle with three PCs on each side (though admittedly the wolf-man PC didn't take sides until the LE monk killed the puppy animal companion of the just-deceased CE fighter). Three characters survived the fight, and we all agreed that there was no way to continue the campaign from that point. The players all enjoyed it, even the ending, but it left me as the DM quite unsatisfied since my planned plotlines were now in ruins.</p><p></p><p>The second occasion, I made it clear in advance that I didn't want a repeat of the party implosion, so the players were very careful to construct PCs who were more compatible with each other- they had reasons to work as a team beyond temporary mutual advantage, and once they had a few missions under their belt (they started out working for a world-spanning evil organization run by a Great Wyrm dragon) their sense of team spirit overrode any other conflicts that arose. This party is still going now, with characters at 17th and 18th level, and for the last several months I've actually been running them through a slightly-modified <em>Return to the Temple of Elemental Evil</em> with spectacular results. The modifications I've made are that, since the module was designed for characters lower in level, I've upped the power quotient of the enemy- the Triad members, for example, are all Epic level in the one I'm running. It's basically, for the PCs, been a case of stopping the insanity of the cult- since it would ruin their carefully-laid plans for personal power and Total Domination (destroying the world tends to do that). Sure they have no concern for the well-being of the world's inhabitants- but interference with their own power they Just Can't Have. <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=":)" /></p><p></p><p>With these experiences, I must concur with the above posters who have said it depends on player maturity- and with any Evil PC you have to give the character a reason to work with the others instead of being a lone wolf. With this second campaign under my belt, I might even consider allowing an Evil PC in an otherwise-Good party in the future, again with the caveat that there have to be some things put in place to prevent the Evil PC from going PvP.</p><p></p><p>In other words, Evil can be fun if done correctly. PvP is not.</p></blockquote><p></p>
[QUOTE="paradox42, post: 3266510, member: 29746"] My players have asked to play evil on several occasions. In two cases I allowed it, both in campaigns running an all- (or at least mostly-) Evil party. The first such party ended in a party implosion when conflicts between the LE party members and the CE party members escalated into PC-on-PC violence; the group split in two right down the middle with three PCs on each side (though admittedly the wolf-man PC didn't take sides until the LE monk killed the puppy animal companion of the just-deceased CE fighter). Three characters survived the fight, and we all agreed that there was no way to continue the campaign from that point. The players all enjoyed it, even the ending, but it left me as the DM quite unsatisfied since my planned plotlines were now in ruins. The second occasion, I made it clear in advance that I didn't want a repeat of the party implosion, so the players were very careful to construct PCs who were more compatible with each other- they had reasons to work as a team beyond temporary mutual advantage, and once they had a few missions under their belt (they started out working for a world-spanning evil organization run by a Great Wyrm dragon) their sense of team spirit overrode any other conflicts that arose. This party is still going now, with characters at 17th and 18th level, and for the last several months I've actually been running them through a slightly-modified [i]Return to the Temple of Elemental Evil[/i] with spectacular results. The modifications I've made are that, since the module was designed for characters lower in level, I've upped the power quotient of the enemy- the Triad members, for example, are all Epic level in the one I'm running. It's basically, for the PCs, been a case of stopping the insanity of the cult- since it would ruin their carefully-laid plans for personal power and Total Domination (destroying the world tends to do that). Sure they have no concern for the well-being of the world's inhabitants- but interference with their own power they Just Can't Have. :) With these experiences, I must concur with the above posters who have said it depends on player maturity- and with any Evil PC you have to give the character a reason to work with the others instead of being a lone wolf. With this second campaign under my belt, I might even consider allowing an Evil PC in an otherwise-Good party in the future, again with the caveat that there have to be some things put in place to prevent the Evil PC from going PvP. In other words, Evil can be fun if done correctly. PvP is not. [/QUOTE]
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