Hussar
Legend
Forked from: That thread on No Goes
I'm near the end of an evil campaign at the moment and it ran pretty darn well actually. But, there are a few things I felt that I had to do in the first place to make it work.
The absolute most important thing, IMO, to make an evil campaign work is the PC's backgrounds. This is MUCH more important than in a good group. You truly, truly need a background from the PC's that meshes with each other. They must have a reason to be together. That, right there, heads off most of the problems before they start.
What I did was have the players create their backgrounds as a group. No one got to go off and do up a background on their own. And, as part of that background, every PC had to have meaningful links to at least two other PC's. Either shared experiences, shared goals or even familial links. Whatever. It just had to be stuff that actually meant something to the PC's.
Sure, they're evil, but, they work together because they aren't stupid. They know that their goals tend to be along the same line and they are much better off working together than on their own.
The second thing was I just meta-gamed it. I flat out stated that the campaign was PVE, to use a MMORPGism. In a player vs environment system, you aren't allowed to gank your fellow players, except in some very specific, mutually agreed circumstances. I tossed the problem into their laps. They had to come up with reasons as to why they weren't screwing each other over that made sense to them.
And it's worked very, very well. They are definitely an evil group. No question about that at all. But, they do work together reasonably well as well. Either they just ignore each other when one does something that might annoy another PC, or they come up with methods as to how the issue can be dealt with without drawing weapons.
Kinda like a mafia family.
I keep hearing the Sopranos theme song during play. 
So, I would say that it is absolutely possible to play an evil group. I would also say that it can be a very interesting change from regular play (although, I think my players are getting a bit tired of it to be honest - one player said that he was rather happy the campaign was coming to a conclusion, he was tired of being an





every session.
) But, yeah, it can be done. I would say that it's more challenging than a regular campaign in some ways. Certainly not better, but, also certainly different.
thedungeondelver said:(major snippage)
- No evil PCs. Yes, like someone else said, I know there's plenty of people who've HEARD of games where evil PCs worked. I've never seen it. Typically it becomes a deathmatch that never leaves the city or inn or it's a bunch of nutcakes working out their weird and hateful fetishes through D&D. So. No thanks.
I'm near the end of an evil campaign at the moment and it ran pretty darn well actually. But, there are a few things I felt that I had to do in the first place to make it work.
The absolute most important thing, IMO, to make an evil campaign work is the PC's backgrounds. This is MUCH more important than in a good group. You truly, truly need a background from the PC's that meshes with each other. They must have a reason to be together. That, right there, heads off most of the problems before they start.
What I did was have the players create their backgrounds as a group. No one got to go off and do up a background on their own. And, as part of that background, every PC had to have meaningful links to at least two other PC's. Either shared experiences, shared goals or even familial links. Whatever. It just had to be stuff that actually meant something to the PC's.
Sure, they're evil, but, they work together because they aren't stupid. They know that their goals tend to be along the same line and they are much better off working together than on their own.
The second thing was I just meta-gamed it. I flat out stated that the campaign was PVE, to use a MMORPGism. In a player vs environment system, you aren't allowed to gank your fellow players, except in some very specific, mutually agreed circumstances. I tossed the problem into their laps. They had to come up with reasons as to why they weren't screwing each other over that made sense to them.
And it's worked very, very well. They are definitely an evil group. No question about that at all. But, they do work together reasonably well as well. Either they just ignore each other when one does something that might annoy another PC, or they come up with methods as to how the issue can be dealt with without drawing weapons.
Kinda like a mafia family.


So, I would say that it is absolutely possible to play an evil group. I would also say that it can be a very interesting change from regular play (although, I think my players are getting a bit tired of it to be honest - one player said that he was rather happy the campaign was coming to a conclusion, he was tired of being an








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