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Forcing Players to create GOOD characters...
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<blockquote data-quote="MerakSpielman" data-source="post: 1191868" data-attributes="member: 7464"><p>I think playing evil characters is cathardic to a certain extent. We all feel certain levels of greed, hatred, anger, and other emotions that are difficult to express constructively in our real lives. Everybody finds an outlet for these emotions in one way or another. Some people do art. Some people watch violent sports. Some people bottle it all up and pretend that they don't need to express their negitive side - but it comes out in fits and spurts anyway, usually manefesting as depression or shouting matches with loved ones. I play D&D (2 evil-dominent campaigns) and play violent computer games. It's all fake and nobody really gets hurt. Nobody I know has any problems separating their fantasies from their reality, though I hear such people do exist.</p><p> </p><p>That said, I recongnize the prepondency of evil parties to turn again themselves. In the evil campaigns I'm part of, the DM (that's me in one game) had to create a sort of artificial situation - a framework within which evil people would work together for a common goal. In one game the players are investigaters of events that could impact their employers, and in the other they are a task force that is given assignments (usually assassinations) by a villian trying to take over the world. </p><p> </p><p>In my group evil must be played intelligently, or the DM will be quite ruthless about what happens. There are very real consiquenses for violating the law, and the local authorities have access to clerical divinations, scrying, and teleports to track down perpetrators. The players are aware of this and play accordingly. Your motives can be evil, but your actions have to be considered very carefully lest you invite disaster. Stupid evil people get dead fast. When they enter a civilized area, you will find few travelers who are more attentive to the law and local authority than our evil people because they don't want to draw attention to themselves. </p><p> </p><p>As far as <em>requiring</em> all members of the party to be Good, well, just make sure that's the campaign you're wanting to play. The (third) campaign I'm in is very much a traditional heroic fantasy - right down to the party paladin I play. The characters are a bit more predictible, and adventure hooks are easy to attach. In good campaigns, you get to use moral quandries to drive character development, and I just love that. Both good and evil heavy parties can have complex and engaging campagns, but the complexity lies in different areas.</p></blockquote><p></p>
[QUOTE="MerakSpielman, post: 1191868, member: 7464"] I think playing evil characters is cathardic to a certain extent. We all feel certain levels of greed, hatred, anger, and other emotions that are difficult to express constructively in our real lives. Everybody finds an outlet for these emotions in one way or another. Some people do art. Some people watch violent sports. Some people bottle it all up and pretend that they don't need to express their negitive side - but it comes out in fits and spurts anyway, usually manefesting as depression or shouting matches with loved ones. I play D&D (2 evil-dominent campaigns) and play violent computer games. It's all fake and nobody really gets hurt. Nobody I know has any problems separating their fantasies from their reality, though I hear such people do exist. That said, I recongnize the prepondency of evil parties to turn again themselves. In the evil campaigns I'm part of, the DM (that's me in one game) had to create a sort of artificial situation - a framework within which evil people would work together for a common goal. In one game the players are investigaters of events that could impact their employers, and in the other they are a task force that is given assignments (usually assassinations) by a villian trying to take over the world. In my group evil must be played intelligently, or the DM will be quite ruthless about what happens. There are very real consiquenses for violating the law, and the local authorities have access to clerical divinations, scrying, and teleports to track down perpetrators. The players are aware of this and play accordingly. Your motives can be evil, but your actions have to be considered very carefully lest you invite disaster. Stupid evil people get dead fast. When they enter a civilized area, you will find few travelers who are more attentive to the law and local authority than our evil people because they don't want to draw attention to themselves. As far as [i]requiring[/i] all members of the party to be Good, well, just make sure that's the campaign you're wanting to play. The (third) campaign I'm in is very much a traditional heroic fantasy - right down to the party paladin I play. The characters are a bit more predictible, and adventure hooks are easy to attach. In good campaigns, you get to use moral quandries to drive character development, and I just love that. Both good and evil heavy parties can have complex and engaging campagns, but the complexity lies in different areas. [/QUOTE]
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