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Forcing Players to create GOOD characters...
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<blockquote data-quote="Altalazar" data-source="post: 1226719" data-attributes="member: 939"><p>I think what is most important is for players to play characters that are compatible as a party, not only in getting along, but in taking the direction of the party in basically the same way. </p><p></p><p>I played an evil character once - totally evil, an assassin - but I played him up as a pacifist - he pretended to be totally against harming a fly, and acted accordingly whenever he was with the party. In fact, he was using the party as a cover - a good one - and went along with whatever good deeds they did. He just did his assassinations on the side. So there were no problems with party unity, but it did make for some interesting role-playing and encounters when my character was on his own. </p><p></p><p>The only time he did anything to directly harm the party it actually killed all of them, including himself - all part of a suicide bombing, as it were, to take out a king. We were all raised from the dead, but the king was not (part of the special property of the bomb), and no one figured out what happened (except for the one who paid me for the hit). </p><p></p><p>The group NEVER figured out this character was evil - he finally died in combat in such a way that he'd not be coming back and I finally told everyone what he was really about - and they all were shocked, but also congratulated me on playing him so well. I really played up the pacifist angle to the hilt and was actually rather close to the Paladin in the party. </p><p></p><p>But as I said, the reason it worked so well was that I was super-cooperative with the rest of the party. As someone said, Evil doesn't mean psychotic, and it doesn't mean you can't cooperate in groups.</p></blockquote><p></p>
[QUOTE="Altalazar, post: 1226719, member: 939"] I think what is most important is for players to play characters that are compatible as a party, not only in getting along, but in taking the direction of the party in basically the same way. I played an evil character once - totally evil, an assassin - but I played him up as a pacifist - he pretended to be totally against harming a fly, and acted accordingly whenever he was with the party. In fact, he was using the party as a cover - a good one - and went along with whatever good deeds they did. He just did his assassinations on the side. So there were no problems with party unity, but it did make for some interesting role-playing and encounters when my character was on his own. The only time he did anything to directly harm the party it actually killed all of them, including himself - all part of a suicide bombing, as it were, to take out a king. We were all raised from the dead, but the king was not (part of the special property of the bomb), and no one figured out what happened (except for the one who paid me for the hit). The group NEVER figured out this character was evil - he finally died in combat in such a way that he'd not be coming back and I finally told everyone what he was really about - and they all were shocked, but also congratulated me on playing him so well. I really played up the pacifist angle to the hilt and was actually rather close to the Paladin in the party. But as I said, the reason it worked so well was that I was super-cooperative with the rest of the party. As someone said, Evil doesn't mean psychotic, and it doesn't mean you can't cooperate in groups. [/QUOTE]
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