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Module for evil party?
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<blockquote data-quote="kitsune9" data-source="post: 5453661" data-attributes="member: 18507"><p>Regular adventures are easy to be played by an evil group, but you have to change the motivations to suit evil characters.</p><p></p><p>Here's some generic motivations to try on your group:</p><p></p><p>1. Their master tells them so. For groups that belong to a greater organization, their master or liege tells them to do X. The option of failure is not accepted. This opening could be quite railroady, but it works when the PC's are just the "hired minions".</p><p></p><p>2. The evil threat is a rivalry to the PC's own plans. The PC's have plans to do X, Y, Z in the region. However, their spies come in and tell them that there is this other group that is setting up shop. The evil PC's know that they can't afford the attention of this other sloppy group so they are going to go shut it down.</p><p></p><p>3. The villain has something our evil PC's want such as a relic of power or an artifact. The PC's are engaged in a campaign-wide plan of collecting items that will grant them ultimate power, either for themselves or for the master they serve. They learn that this other group has the item and they need and will get it.</p><p></p><p>4. The PC's actually want to recruit the lead villain to their side, but needs to convince the villain that his current plans suck. The PC's will go in with a show of strength and force, waste the entire villain's plans to ruin and at the end, attempt to recruit him to their side. Whether the DM wants to make that a possibility is up to him.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5453661, member: 18507"] Regular adventures are easy to be played by an evil group, but you have to change the motivations to suit evil characters. Here's some generic motivations to try on your group: 1. Their master tells them so. For groups that belong to a greater organization, their master or liege tells them to do X. The option of failure is not accepted. This opening could be quite railroady, but it works when the PC's are just the "hired minions". 2. The evil threat is a rivalry to the PC's own plans. The PC's have plans to do X, Y, Z in the region. However, their spies come in and tell them that there is this other group that is setting up shop. The evil PC's know that they can't afford the attention of this other sloppy group so they are going to go shut it down. 3. The villain has something our evil PC's want such as a relic of power or an artifact. The PC's are engaged in a campaign-wide plan of collecting items that will grant them ultimate power, either for themselves or for the master they serve. They learn that this other group has the item and they need and will get it. 4. The PC's actually want to recruit the lead villain to their side, but needs to convince the villain that his current plans suck. The PC's will go in with a show of strength and force, waste the entire villain's plans to ruin and at the end, attempt to recruit him to their side. Whether the DM wants to make that a possibility is up to him. [/QUOTE]
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