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Forcing Players to create GOOD characters...
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<blockquote data-quote="Al" data-source="post: 1227882" data-attributes="member: 2486"><p>Actually, *any* alignment can be made to work given good players and the right circumstances. Not only does evil not equal psychotic, chaotic evil doesn't equal psychotic either.</p><p></p><p>Chaotic evil means that the character is acting for the fulfilment of one thing: himself (or herself). There are no ties, no allegiances, no lasting friendships*, no adherence to laws unless it benefits him. Now, this can be made to work. So long as staying peaceful and in the party is in the CE character's interest, there is no reason why he should be disruptive. Far from being psychotic or unstable, CE can be the most rational of alignment if played under one interpretation: pure mechanistic analysis of self-interest without the confines of ethics, morality or codes of conduct.</p><p></p><p>If self-interest means staying with the party (in e.g. Zorbonian City States as outlined by Teflon Billy) then so be it.</p><p></p><p>The problem with evil characters is more often the players. I once ran an evil campaign where most of the players were around 13/14 a few years ago, and it was a total disaster. PCs killing PCs in their sleep, the party rogue trying to steal the wizard's stuff only to set off magical traps, mid-combat defections, etc. Evil can be made to work; more often than not, alignment restrictions do not reflect a poor *DM*, but the anticipation of poor *players* (but then again, as a DM, I'd probably be biased).</p><p></p><p>(*CE characters can have friends...but only because they derive pleasure from having friends for social or other reasons...as soon as they become bored of a 'friend' or no longer find him conducive to their pleasure, they have no moral qualms about cutting him loose.)</p></blockquote><p></p>
[QUOTE="Al, post: 1227882, member: 2486"] Actually, *any* alignment can be made to work given good players and the right circumstances. Not only does evil not equal psychotic, chaotic evil doesn't equal psychotic either. Chaotic evil means that the character is acting for the fulfilment of one thing: himself (or herself). There are no ties, no allegiances, no lasting friendships*, no adherence to laws unless it benefits him. Now, this can be made to work. So long as staying peaceful and in the party is in the CE character's interest, there is no reason why he should be disruptive. Far from being psychotic or unstable, CE can be the most rational of alignment if played under one interpretation: pure mechanistic analysis of self-interest without the confines of ethics, morality or codes of conduct. If self-interest means staying with the party (in e.g. Zorbonian City States as outlined by Teflon Billy) then so be it. The problem with evil characters is more often the players. I once ran an evil campaign where most of the players were around 13/14 a few years ago, and it was a total disaster. PCs killing PCs in their sleep, the party rogue trying to steal the wizard's stuff only to set off magical traps, mid-combat defections, etc. Evil can be made to work; more often than not, alignment restrictions do not reflect a poor *DM*, but the anticipation of poor *players* (but then again, as a DM, I'd probably be biased). (*CE characters can have friends...but only because they derive pleasure from having friends for social or other reasons...as soon as they become bored of a 'friend' or no longer find him conducive to their pleasure, they have no moral qualms about cutting him loose.) [/QUOTE]
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