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Going All Evil. Experiences?
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<blockquote data-quote="Hussar" data-source="post: 4444844" data-attributes="member: 22779"><p>Well, I'm going to start my new campaign next week. Really looking forward to it. A 3.5 Savage Tide campaign that I've been working on for quite a while. And, as an added twist, my players have chosen to be bad guys on this one. Fortunately STAP works pretty well either way, with a few tweaks here and there.</p><p></p><p>This is my first time running an all evil campaign. In the past I'd shied away from it to be honest. While I didn't mind characters that were morally ambivalent, outright evil was something I generally wasn't interested in. Should be interesting.</p><p></p><p>In order to keep things functioning though, I felt the need to bring up a few ground rules for the group. Mostly I don't want one player deciding to off the rest of the party in their sleep to steal their magic items. So, I laid it out pretty plainly. I told the group that the game would be, to borrow an MMO term, PVE (Players Vs the Environment)</p><p></p><p>Essentially, in MMO's, if you play PVE, you can only attack other players in very limited and typically mutually agreed upon circumstances. Usually there's some sort of arena, or special area, or you have to give your permission to be attacked. Depends on the MMO.</p><p></p><p>In this campaign, we've agreed that the players must come up with a way to weave their backgrounds together such that sticking a knife in a fellow player isn't really an option. We haven't really come up with a way to signal when two players can go at each other yet, and I'm not sure if pre-arranging that sort of thing is necessary anyway. I think I'll let that come up in play.</p><p></p><p>What I'm wondering from all of you kind, intelligent and wonderous people, is if you have any experience running an all evil campaign and what pit falls I should look out for and how do you handle in party conflicts?</p></blockquote><p></p>
[QUOTE="Hussar, post: 4444844, member: 22779"] Well, I'm going to start my new campaign next week. Really looking forward to it. A 3.5 Savage Tide campaign that I've been working on for quite a while. And, as an added twist, my players have chosen to be bad guys on this one. Fortunately STAP works pretty well either way, with a few tweaks here and there. This is my first time running an all evil campaign. In the past I'd shied away from it to be honest. While I didn't mind characters that were morally ambivalent, outright evil was something I generally wasn't interested in. Should be interesting. In order to keep things functioning though, I felt the need to bring up a few ground rules for the group. Mostly I don't want one player deciding to off the rest of the party in their sleep to steal their magic items. So, I laid it out pretty plainly. I told the group that the game would be, to borrow an MMO term, PVE (Players Vs the Environment) Essentially, in MMO's, if you play PVE, you can only attack other players in very limited and typically mutually agreed upon circumstances. Usually there's some sort of arena, or special area, or you have to give your permission to be attacked. Depends on the MMO. In this campaign, we've agreed that the players must come up with a way to weave their backgrounds together such that sticking a knife in a fellow player isn't really an option. We haven't really come up with a way to signal when two players can go at each other yet, and I'm not sure if pre-arranging that sort of thing is necessary anyway. I think I'll let that come up in play. What I'm wondering from all of you kind, intelligent and wonderous people, is if you have any experience running an all evil campaign and what pit falls I should look out for and how do you handle in party conflicts? [/QUOTE]
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