Evil PC's

Clumsy Bob

First Post
How do you succesfully run a group of evil PC's. I am thinking about running an evil adventuring party, however I am worried about my players running a group of individual murderers who would steal from one another and backstab amongst themselves from the word go.
How should such a group be handled? And have you had any experience with an evil party in the past.

cheers

Bob
 

log in or register to remove this ad

Clumsy Bob said:
How do you succesfully run a group of evil PC's. I am thinking about running an evil adventuring party, however I am worried about my players running a group of individual murderers who would steal from one another and backstab amongst themselves from the word go.
How should such a group be handled? And have you had any experience with an evil party in the past.

IME evil parties only work if they have a strong leader who can impose his will on the others through fear. With lawful-evil it's possible that the leader is an off-stage patron, and one of the PCs is his authorised subordinate commander. For chaotic evil, the commanding PC needs to be clearly more powerful than the others. Otherwise they'll fight amongst themselves until a clear leader emerges or they're all dead.
 

Maybe if you talked to the players before hand and set down some guidelines to insure the game stays enjoyable.

maybe insist they have strong ties to one another before the game starts. If they've been running together for some time, or are siblings or something it might make them less inclined to do such things.
 

One option in AEG's Evil was to make all the PCs part of the same evil organization. So they are all members of the Zhentarim, or a similar orgainization in your world. The BBEG tells them all what to do and that they'd better figure out how to get along, or they'll be heading for the dungeons. And not the kind where you kill things and take their stuff.
 

Clumsy Bob said:
How do you succesfully run a group of evil PC's.

Simple I don't.

I am thinking about running an evil adventuring party, however I am worried about my players running a group of individual murderers who would steal from one another and backstab amongst themselves from the word go.
How should such a group be handled? And have you had any experience with an evil party in the past.

Thats exactly what they do. Unless you have a very good group of roleplayers they will fall into that rediculous stereotype of evil characters.

However, what I did in my current campaign was do two or three side scenarios where they play the evil minions of the campaign's BBEG performing some task related to the overall campaign plot. This may be more suitable I don't know.

Good luck.
 

I am thinking about running an evil adventuring party, however I am worried about my players running a group of individual murderers who would steal from one another and backstab amongst themselves from the word go.

Um, for the DM that's most of the fun... watching! Seriously, though, evil will work together if there's something of value to all. For instance, how often do villians cooperate in the movies for great financial gain, the elimination of a superhero, or something of that sort. So if there is a goal all the PCs can bite into, they'll be likely to focus on that and not on killing each other. Occasional flare-ups will happen. But that's part of the package playing evil characters.
 

Being evil does not make someone a savage beast that will turn on you one day, nor does it mean they are unpleasant, unfriendly, rude, violent or even untrustworthy. An evil character could act like anything or anyone. It's just their personal values that are different. While sadism is a trait associated with evil, it isn't a necessary one. Evil PCs don't have to go around being mean just because they're evil. They could simply not care about anyone else, and not have any problems with killing, stealing, or other evil acts to further their own ends.

So evil PCs can act however you care to have them act. The Mayor in the 3rd season of Buffy is a nice example of a pleasant, friendly, and very scary Lawful Evil.
 

For a great example of how evil characters can get along you should read the Jhereg books by Stephen Brust.

Having the pcs all part of the same religion or group is a good way to go. If they all start off as friends you might have some luck too- after all, evil doesn't always mean "I screw my friends every chance I get."
 

I am running an evil campaign. If you'd like to see how I'm doing it, read my Shiny New Story Hour.

In a nutshell this is the setup (it's still a bit long):

After a cataclysm, the only inhabitable place is the Underdark. Basic economics and food production broke down, and all races fought each other for what resources remained. Eventually, a reluctant peace settled in as the population finally lowered enough for the scant resources to support it. Still, the races are unwilling to work with each other due to their past differences.

Long ago, a group of powerful individuals realized the problem with this - things could develop outside the dominant races' spheres of influence and, without being dealt with cooperatively, could destroy them all. They formed a clandistine organization called GRIPE (The Gathering of Resources for Interspecies Problem Elucidation).

At the start of my campaign, GRIPE has existed for centuries, each member required to rise to a position of power and influence in their civilization. By subtly using their network of connections, the races cooperated against major problems without every being aware they were doing so, and the influence of GRIPE grew, though nobody knew of its existance. Each member had their own reasons for joining. Evil people would join to use the influence of the group to further their own ends (wealth, influence, and power, generally), good people would join because they thought it was a good thing to do. Ultimately, though, both evil and good worked together, realizing that the total collape of civilization would serve nobodys interests in the end.

Recently, GRIPE has gotten wind of something BIG going on, something that could threaten both their existance and the current, fragile way of life in the Undedark. All the current members, being evil, do not seek to fix the situation because it's the right thing to do, but because the current status quo favors them, and they don't want anything BIG going on that they're not part of. But they could not figure out exactly what it was.

So each member of GRIPE selected a promising apprentice and crafted them in their own image. Before they could be trained past first level, something happened and GRIPE had to release their agents onto the world.


This is clearly an artifical situation. These individuals (2 kobolds, 2 drow, a 1/2 drow, and a derro) would never have worked together under other circumstances, but they are all loyal to their mentors (for whatever reason). They all have hidden goals and agendas, of course, which they will try to accomplish without inturrupting their missions for GRIPE, but essentially I have arranged things so that they will work together. The only way out of GRIPE is feet-first, and if anybody found out about the organization, it would be declared illegal in an instant and hunted to extinction.

Also, I'm not going to cater to their evil desires. There are consequenses for all their actions. If they go on a killing spree, for instance, the local authorities will track them down and deal with them. Get cheeky with the guards and you get thrown in prison. The party understands this, and will be careful. They are an undercover group, more than a criminal group, and their prime directive is Secrecy.

I might also add that all the members of my gaming group are excellent role-players. They can play evil characters in a mature and thoughtful manner. In groups where this is not the case, you are better off not doing it. Only you know your players well enough to know if they can do this in a fun and interesting way.
 

Remove ads

Top