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Forcing Players to create GOOD characters...
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<blockquote data-quote="Sabaron" data-source="post: 1189004" data-attributes="member: 285"><p>You know, I think the whole "evil causing problems" thing is overstated. I've been a DM for a long time, and I've always banned evil alignments from my game (the one time I chose not to merely reaffirmed my choice). I think that the Chaotic alignments really cause more trouble with party dynamics than the evil ones do. Why? Because Chaotics are self centered! It's much more difficult to motivate even a Chaotic Good character than it is a Lawful Evil one. </p><p></p><p>Let's see... how do we motivate a Chaotic Good? Well, they're rebels, right? I know! I'll make an adventure where good peasants are rebelling against an evil overlord and ask for her help! Well, that didn't work... she didn't feel like helping them. She's on a personal quest to kill hobgoblins today.</p><p></p><p>How about the Lawful Evil guy? The same rebellion adventure would certainly motivate him, although probably to the wrong side. <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=":)" /> It's easy to get Lawfuls to go on pretty much any adventure you can think of: simply tie it in to the maintenance of order. Chaotics don't (usually; clerics don't count) care about spreading chaos; they do it incidentally. Lawfuls care about spreading order.</p><p></p><p>Now why, you might ask, would I be claiming chaos is more disruptive than evil while banning evil but not chaos? Many players seem to equate chaos with evil, that's why. A well-played Lawful Evil or maybe even Neutral Evil could get along fine in my campaigns, but Chaotic Evil is the most disruptive alignment possible and it's what I get when I allow evil.</p></blockquote><p></p>
[QUOTE="Sabaron, post: 1189004, member: 285"] You know, I think the whole "evil causing problems" thing is overstated. I've been a DM for a long time, and I've always banned evil alignments from my game (the one time I chose not to merely reaffirmed my choice). I think that the Chaotic alignments really cause more trouble with party dynamics than the evil ones do. Why? Because Chaotics are self centered! It's much more difficult to motivate even a Chaotic Good character than it is a Lawful Evil one. Let's see... how do we motivate a Chaotic Good? Well, they're rebels, right? I know! I'll make an adventure where good peasants are rebelling against an evil overlord and ask for her help! Well, that didn't work... she didn't feel like helping them. She's on a personal quest to kill hobgoblins today. How about the Lawful Evil guy? The same rebellion adventure would certainly motivate him, although probably to the wrong side. :) It's easy to get Lawfuls to go on pretty much any adventure you can think of: simply tie it in to the maintenance of order. Chaotics don't (usually; clerics don't count) care about spreading chaos; they do it incidentally. Lawfuls care about spreading order. Now why, you might ask, would I be claiming chaos is more disruptive than evil while banning evil but not chaos? Many players seem to equate chaos with evil, that's why. A well-played Lawful Evil or maybe even Neutral Evil could get along fine in my campaigns, but Chaotic Evil is the most disruptive alignment possible and it's what I get when I allow evil. [/QUOTE]
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