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<blockquote data-quote="Ilbranteloth" data-source="post: 7266341" data-attributes="member: 6778044"><p>Yeah, that's basically my method, although I've always used the mob as an example. There are people that are bigger than you, and will hold you accountable. You might be forced to work with these characters, for example. On the other hand, there's still a lot of subterfuge (the mob boss playing the characters against each other behind the scenes) but those missions must remain secret from the others. </p><p></p><p>Essentially, evil still needs teamwork to survive. </p><p></p><p>Really, it's always come down to whether the group itself is capable of playing evil characters intelligently. And that is far less common than designing a workable evil campaign. For a variety of reasons. First on the list should always be identifying the limits of the players themselves - what are they comfortable with, or not. So it's only happened a couple of times.</p><p></p><p>Outside of that, evil characters are not allowed in my campaigns.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7266341, member: 6778044"] Yeah, that's basically my method, although I've always used the mob as an example. There are people that are bigger than you, and will hold you accountable. You might be forced to work with these characters, for example. On the other hand, there's still a lot of subterfuge (the mob boss playing the characters against each other behind the scenes) but those missions must remain secret from the others. Essentially, evil still needs teamwork to survive. Really, it's always come down to whether the group itself is capable of playing evil characters intelligently. And that is far less common than designing a workable evil campaign. For a variety of reasons. First on the list should always be identifying the limits of the players themselves - what are they comfortable with, or not. So it's only happened a couple of times. Outside of that, evil characters are not allowed in my campaigns. [/QUOTE]
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