D&D 5E I Need Help Finding my EVIL

To start, if you haven't read Play Dirty by John Wick, I certainly recommend it. A revised version, as well as a second volume, should be out soon-ish.

Second, you need to remember that it's your job. You have to be the bad guys, because it's the DM's job. Your players, I assume, want to be heroic and need bad guys to squash. You are being good to your players when you give them someone worth hating to struggle against. You can mow down random kobolds all day long and no one will talk about it a week later. That kobold shaman that wore a necklace of stolen wedding rings and poisoned that tiny village's fields just out of spite? That's a guy they want to rough up.

Finally, avoid outright killing them when you can make them suffer. Practically everybody has their next character concept in progress before the ink is dry on the one they just rolled up. Death isn't scary at all. (I'd also avoid killing PC family members or other loved ones.) Burn the village and make them homeless. Foul the crops. Slaughter all the cattle in the night and leave the bodies to draw in wolves. Spread vicious rumors in the city. Frame them for crimes. Make them live under a legally-appointed tyrant for a mayor or sheriff. Unfortunately, you can pick up any newspaper or history book an find terrible people doing terrible things to other people. Your bad guys need to do that stuff (within the limits of what your group accepts). Your players will moan and wail over all the terrible things you're doing to their characters, but I bet they keep showing up for the chance to squash that kobold and be the heroes that give all the rings back.
 

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I remember in 3.5 there existed outsider/aberration parasites that when the tick/tapeworm/fleshbinder attached, it started to telepathically communicate with host. The parasites were more on the symbiotic side, actually, as they granted spell like abilities, stat boosts and otyer bonuses in exchange for sustenance.(they did drain constitution, made the person eat three times more, and so on. Imo the benefits were outweighted by the penalties)

You could work with that and change it for your own use.
 

But, I am realizing, I am having trouble releasing my inner evil.

Like... "Ha ha ha! I have you tied up, and you're not giving me information, and your friends are coming to rescue you...." What I prolly should say is: "Too bad they're going to find you dead" and slit throat

What do you do to dig up your evil villainous brain? Your unfeeling, dastardly heart?

Simply put, and fundamentally: you just have to do it. Slit the throat, pull the trigger, whatever.

There's all sorts of clever theories about what constitutes evil, and whether it will make for a good game, and what-have-you. But when it comes down to it, it boils down to a choice: either you do the deed, or you don't.

The good news is that the second time it's easier. "Considerably," to quote Mr Bond.

(ie. auto crit start your death rolls, bitch)

Incidentally, if the PC is going to die and has no reasonable chance of survival (such as if he's tied down, has his throat slit, and help can't get to him in just a couple of rounds) then don't bother with those death rolls - just rule the character dead.

IME, most players will actually deal with the loss of a character rather better than they will with being forced to go through the process of inevitably, hopelessly rolling the dice and then losing the character anyway. If there's one thing players don't like, it's being powerless.
 

If you just want to show them that they should fear your world, play through an adventure where you TPK the party. Make sure it is a slow process where they feel like they are doing okay at the start, and then their hope slowly drains away until they are all dead. Play all of the monsters and NPCs entirely by the book. Then have them wake up and it was all a dream.

Fake killing PCs is not dread or fear.

Dread is the 3E rules where a trip through a barrow mound might cause some PCs to end up losing some levels. Players were actually super worried to even open a door in some scenarios back in those days. The tension at the table was actually palatable.

To cause fear or dread in 5E (where there is less permanent change of disability), try using monsters that do nasty stuff like:

a) dropping max hit points.
b) causing exhaustion.
c) doing stun.
d) inflicting poison (or causing fear).

Terrain can play a big part too as can traps (think Grimtooth, nobody likes to fight in a flooded room). Going a bit beyond the rules, have monsters that damage equipment or drain spell slots.


Any DM can TPK a party.


Mental note: gotta flood a room this weekend at the game. :devil:
 

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