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How would you conduct an evil campaign?
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<blockquote data-quote="Quasadu" data-source="post: 7147019" data-attributes="member: 6693247"><p>Currently running an evil campaign - here is what we're doing (not necessarily what you should do, just what we're doing as an example of something that's working so far)</p><p></p><p>This is a Greyhawk campaign. The PC's are all members of an exiled House of petty nobles from the Great Kingdom. The heads of their house were executed, and they all fled together to the City of Greyhawk, where they heard about an opportunity for adventure in a little village called Hommlet. The campaign started there.</p><p></p><p>PC's are a Wild Mage sorcerer, an Assassin, an Oathbreaker Paladin (renamed "Oath of Tyranny" because he was never a good guy), a tiefling warlock (fiend/blade), and a War preist of Hextor. </p><p></p><p>The PC's all worship Hextor and are LE. They have taken down Lareth and cleared the Moathouse, made a name for themselves in Hommlet, hung out in Nulb for a bit, and are now exploring the Temple of Elemental Evil. </p><p></p><p>They don't care at all about protecting anyone from the Temple's evil plans. They just want the wealth and magic that the Temple forces have acquired for themselves. Their ultimate goal is to reestablish themselves, take by force, build a domain, and eventually return in triumph to the Great Kingdom and reclaim their birthright. </p><p></p><p>Along the way they have a few minor goals, like the cleric wants to sanctify the battlefiled at Emirdy Meadows in Hextor's name and build a shrine there. The warlock wants to find the Lost Caverns of Tsojcanth and claim Iggwilv's lost magical hoard. The assassin has a contract to kill a certain NPC (and might get more). The Wild Mage thinks there is a deck of many things somewhere hidden in the temple, and thinks he can control it. And the Paladin is trying to create an order of knights loyal to his House. </p><p></p><p>They know that they can leave Hommlet/Nulb & the ToEE behind whenever they want to pursue other goals - like I said they don't care a bit about what the Temple is doing. There are other irons in the fire and they know that they can go pursue those whenever they feel ready to. </p><p></p><p>As mentioned by others in the thread, we did sit down together and talk about what kind of evil stuff was OK to have in game and what we should just avoid touching on that might make the players uncomfortable. So far the most evil thing they have done is slaughter a bunch of helpless prisoners that they found in the temple because it was easier than trying to free them. </p><p></p><p>We also established the reason they are not likely to turn on each other - they are all devout in their worship of Hextor and are fiercely loyal to their House (and thus to each other). </p><p></p><p>We also decided that they had left secret coded messages behind in the Great Kingdom that only members of their House could understand, telling them where the PC's went. That way if someone dies they can be reasonably replaced with another member of the family who just arrived. </p><p></p><p>So that's what we're doing and it's going great so far. This is a group that's been playing together for a couple of years now, and most of them have been good friends for longer, and I think that's the most important factor that is making this work. The PLAYERS need to trust each other that nobody is going to try to wreck the game for anyone else and we're all going to be having fun together.</p></blockquote><p></p>
[QUOTE="Quasadu, post: 7147019, member: 6693247"] Currently running an evil campaign - here is what we're doing (not necessarily what you should do, just what we're doing as an example of something that's working so far) This is a Greyhawk campaign. The PC's are all members of an exiled House of petty nobles from the Great Kingdom. The heads of their house were executed, and they all fled together to the City of Greyhawk, where they heard about an opportunity for adventure in a little village called Hommlet. The campaign started there. PC's are a Wild Mage sorcerer, an Assassin, an Oathbreaker Paladin (renamed "Oath of Tyranny" because he was never a good guy), a tiefling warlock (fiend/blade), and a War preist of Hextor. The PC's all worship Hextor and are LE. They have taken down Lareth and cleared the Moathouse, made a name for themselves in Hommlet, hung out in Nulb for a bit, and are now exploring the Temple of Elemental Evil. They don't care at all about protecting anyone from the Temple's evil plans. They just want the wealth and magic that the Temple forces have acquired for themselves. Their ultimate goal is to reestablish themselves, take by force, build a domain, and eventually return in triumph to the Great Kingdom and reclaim their birthright. Along the way they have a few minor goals, like the cleric wants to sanctify the battlefiled at Emirdy Meadows in Hextor's name and build a shrine there. The warlock wants to find the Lost Caverns of Tsojcanth and claim Iggwilv's lost magical hoard. The assassin has a contract to kill a certain NPC (and might get more). The Wild Mage thinks there is a deck of many things somewhere hidden in the temple, and thinks he can control it. And the Paladin is trying to create an order of knights loyal to his House. They know that they can leave Hommlet/Nulb & the ToEE behind whenever they want to pursue other goals - like I said they don't care a bit about what the Temple is doing. There are other irons in the fire and they know that they can go pursue those whenever they feel ready to. As mentioned by others in the thread, we did sit down together and talk about what kind of evil stuff was OK to have in game and what we should just avoid touching on that might make the players uncomfortable. So far the most evil thing they have done is slaughter a bunch of helpless prisoners that they found in the temple because it was easier than trying to free them. We also established the reason they are not likely to turn on each other - they are all devout in their worship of Hextor and are fiercely loyal to their House (and thus to each other). We also decided that they had left secret coded messages behind in the Great Kingdom that only members of their House could understand, telling them where the PC's went. That way if someone dies they can be reasonably replaced with another member of the family who just arrived. So that's what we're doing and it's going great so far. This is a group that's been playing together for a couple of years now, and most of them have been good friends for longer, and I think that's the most important factor that is making this work. The PLAYERS need to trust each other that nobody is going to try to wreck the game for anyone else and we're all going to be having fun together. [/QUOTE]
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