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Evil PCs?
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<blockquote data-quote="Gort" data-source="post: 3269710" data-attributes="member: 11239"><p>In my sig is the comic of an evil campaign that's been running for years. Evil campaigns can run very successfully. I don't think I've played in a better game, to be honest. However, they do have a lot of potential for going wrong if the DM doesn't guard against it. As someone else said earlier, evil is mostly motivated by fear and greed. With players being very rich in magic items and gold and so forth, intra-party theft and murder is very lucrative. Thus, it's very important to make sure fear over-rides greed enough to prevent that.</p><p></p><p>Basically, in order for your evil party to stick together, you have to make sure they all know they're on the same side. In our campaign each god in the Greyhawk pantheon had a nation of followers in the world, and the good and neutral gods had allied together against the evil ones, who couldn't get on with each other enough to work together. Thus the evil nations were facing destruction, and formed an alliance of their own to fight back. The players were a party of elite warriors who were assigned missions by the evil overlord, who was obviously powerful enough to kill them if they got too out of line.</p><p></p><p>One important part is the idea of a leader. One of the players was favoured by the evil overlord, so he gave the orders for the most part. When he left the campaign, (moved out of town) the DM continued to run his character, until he got charmed by an enemy. My character then seized the opportunity to kill him and take control of the party, which was successful. From then on, my character was the "leader". However, it's very important to realise that in an evil party, you're only a leader because the others profit from you being so. You get the right to yell things like, "Minions! Slaughter them all!" but you can't constrain the other party members at all, really. You find yourself forced to play it fair, and do your job in the party to your utmost. Make friends with other party members. Make sure they need you around.</p><p></p><p>After all, if you kill a players character for no reason, they can just make a character that kills yours, and nobody wants that cycle to start.</p><p></p><p>Edit: Oh, and agreed with the person who says a lot of people mistake evil for neutral. NEUTRAL characters will murder, maim and plunder if it benefits them the most. They'll also do good things if that benefits them the most. EVIL characters will murder, maim and plunder just for the sake of it, just as GOOD characters will do favours for people without expecting anything in return.</p><p></p><p>Don't water down evil by pretending it gives you more options, having an evil alignment means you shouldn't be doing good acts ever if you can help it.</p></blockquote><p></p>
[QUOTE="Gort, post: 3269710, member: 11239"] In my sig is the comic of an evil campaign that's been running for years. Evil campaigns can run very successfully. I don't think I've played in a better game, to be honest. However, they do have a lot of potential for going wrong if the DM doesn't guard against it. As someone else said earlier, evil is mostly motivated by fear and greed. With players being very rich in magic items and gold and so forth, intra-party theft and murder is very lucrative. Thus, it's very important to make sure fear over-rides greed enough to prevent that. Basically, in order for your evil party to stick together, you have to make sure they all know they're on the same side. In our campaign each god in the Greyhawk pantheon had a nation of followers in the world, and the good and neutral gods had allied together against the evil ones, who couldn't get on with each other enough to work together. Thus the evil nations were facing destruction, and formed an alliance of their own to fight back. The players were a party of elite warriors who were assigned missions by the evil overlord, who was obviously powerful enough to kill them if they got too out of line. One important part is the idea of a leader. One of the players was favoured by the evil overlord, so he gave the orders for the most part. When he left the campaign, (moved out of town) the DM continued to run his character, until he got charmed by an enemy. My character then seized the opportunity to kill him and take control of the party, which was successful. From then on, my character was the "leader". However, it's very important to realise that in an evil party, you're only a leader because the others profit from you being so. You get the right to yell things like, "Minions! Slaughter them all!" but you can't constrain the other party members at all, really. You find yourself forced to play it fair, and do your job in the party to your utmost. Make friends with other party members. Make sure they need you around. After all, if you kill a players character for no reason, they can just make a character that kills yours, and nobody wants that cycle to start. Edit: Oh, and agreed with the person who says a lot of people mistake evil for neutral. NEUTRAL characters will murder, maim and plunder if it benefits them the most. They'll also do good things if that benefits them the most. EVIL characters will murder, maim and plunder just for the sake of it, just as GOOD characters will do favours for people without expecting anything in return. Don't water down evil by pretending it gives you more options, having an evil alignment means you shouldn't be doing good acts ever if you can help it. [/QUOTE]
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