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Going All Evil. Experiences?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4445207" data-attributes="member: 710"><p>I never ran an evil campaign, though I considered it a few times.</p><p></p><p>The problems I see are two-fold</p><p>1) Inter-Party conflicts. Every group is different, and some can handle this well. I suppose a group that often plays Paranoia might handle this very well, a group that would never touch that game again won't. </p><p></p><p>2) Motivating the group. How do you motivate a bunch of egoistic guys to follow any type of adventures, especially together? </p><p>Good-aligned characters - sure, there is a village to rescue or a goblin tribe harassing travelers. Sure they go to investigate it! </p><p>But why would the evil guys take the risks? </p><p></p><p></p><p>One of my ideas is to give the party a larger goal on what they really wanted to achieve. My idea is that they become part of an evil organization that wants to bring down the BGGG (Big Goodie Goods Guys), probably a lawful good republic or theocracy (I envision Paladings standing guard at the city walls, carefully scanning for evil and making notes...)</p><p></p><p>The question is - what do they gain from it? Do they get a powerful position? (Maybe they are rightful heirs to an older regime that was displaced by the good guys, and want to get back into power?)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4445207, member: 710"] I never ran an evil campaign, though I considered it a few times. The problems I see are two-fold 1) Inter-Party conflicts. Every group is different, and some can handle this well. I suppose a group that often plays Paranoia might handle this very well, a group that would never touch that game again won't. 2) Motivating the group. How do you motivate a bunch of egoistic guys to follow any type of adventures, especially together? Good-aligned characters - sure, there is a village to rescue or a goblin tribe harassing travelers. Sure they go to investigate it! But why would the evil guys take the risks? One of my ideas is to give the party a larger goal on what they really wanted to achieve. My idea is that they become part of an evil organization that wants to bring down the BGGG (Big Goodie Goods Guys), probably a lawful good republic or theocracy (I envision Paladings standing guard at the city walls, carefully scanning for evil and making notes...) The question is - what do they gain from it? Do they get a powerful position? (Maybe they are rightful heirs to an older regime that was displaced by the good guys, and want to get back into power?) [/QUOTE]
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