My mild frustration - an evil party

If you find the players playing evil PCs to be abhorrent, of course you shouldn't let them play evil PCs, you need to end this campaign immediately and start another one with a requirement that all the PCs are good guys.

Personally I prefer the 'realistic consequences' approach - ie, the Wages of Sin are Death, for almost all evil-psychopath types in a 'typical' setting like the one you describe. You can also insist on describing the NPC victim's reactions (the fear in their eyes, their screams, mothers clutching frightened children, frothy bright red blood from the mouths of the dying etc etc) in squirm-inducing detail, most evil-PC players don't like to really consider what their PCs are doing to 'real' human beings; those few who would enjoy it probably aren't the kind you would want to play with.

So, either:

1. End campaign now

or

2. Continue, but show PCs the consequences of their actions - being hunted down like dogs by the _real_ heroes, and (if you wish) show them just what they're doing, whether they want to face it or not.
 

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Ok, from what i´ve heard your players like what they are doing now.....actually a lot, so let them. Ask them what they want or give them a "us against the world" campaign play it for a while dont reign them in one anything and they should cool down. If not then they aren´t your thype of players i guess. and if time allows for it just play two campaigns.....or two half campaigns ....write up an second campaign where your players have to react one the actions of the evil pcs......
 

Maybe you could just sit down with them a talk about their characters, and that you're not happy with the campaign. Ask them what they think their characters' motivations are, and what they hope to attain.

Maybe you can become interested in their ideas and can conform the campaign to their characters. Or maybe they will be happy to back off when they see that you're not happy with the game.

Another option is to throw them into an encounter where they know that they are wrong... and give them the chance to right themselves.

Perhaps they can be tracked down by a group of Paladins, Clerics, and a spellcaster or rogue in tow. Sure... the party started off on the run... turned a blind eye to evil... and have stepped it up. But there is no mistaking the act of fighting against a Paladin and Clerics of St. Cuthbert.

You can use the opportunity to have the paladin tell the party that they are on the wrong path. That they could be a force against evil. That they can bring those responsible to justice. "But St. Cuthbert will not allow you to continue in your current path. Swear an oath to me now that you will serve the path of the righteous... or you will feel the wrath of St. Cuthbert fall upon you. You have 30 seconds."
 
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I'll have to side in with the folks saying give them some realistic consequences. After all, the noble that the villiage belongs to is not going to apprecate the PC's killing his people. For that matter if he gets along with the othe nobles around him then their problems may follow them as he informs them about this daring band of bandits terrorizing his people and headed their way.

Then give them an out. Capture them, and offer a royal pardon if they will free his daughter from another band of cuthroats. These guys turn out to be real scum, and tell the PC's they've heard of them. They could be partners. If they manage to free the daughter and return her, shower them with praise and from the father, scorn from the nobles, and see where they jump. If it's back to the evil side, and you're having no fun, then it's time to start a new campaign.

BTW, did you discuss the campaign expectations with them ahead of time? I find it easier to tell folks, up front, that this will be a heroic campaign with shades of grey. Out right black on the other hand is a sure way to become an NPC. This keeps everyone on the smae page and keeps bad feelings from developing.

-Ashrum
 
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Do you think trying to inject storyline that would motivate them work? Maybe you could push them through some dungeon crawls for a few weeks while you stall and think up some kind of story that really gets them involved and thinking.

Are they good role players or not or are they good role players who simply choose to act like lunatics?
 
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An ingame solution might be realistic but often it wont help.
Some players will think you want to punish them, while often you have to make streches of your stetting and game style.
It also might not be a help aganist those people who like to be the bad guys /(like me no wonder i always gm).


@keeper: any problems with lunatics? :)
 
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What about allowing them to act like this for a session or two more to allow them time to 'understand' what it is they are doing. NPC's behavior towards them and a few pointed words here and there would be the proper hint.

Once they begin to accept what is going on, then bring in a big-time party of Paladins, Rangers, and other Good NPC's for a TPK, then resurrect the party on one of the alternate settings such as Dungeon World or Oathbound, where they must atone for their crimes.
 

Huhm. Well, in my games I try to have a living working world around the PCs... and as someone has pointed out above, the PCs aren't keeping their profiles low enough to evade bounty hunters and other do-gooders.

Killing a commoner ... don't the PCs worry about getting their throats slit at night? Perhaps by his wife?

I don't know about your world, but are the PCs powerful enough to keep this up? Their reputation must be horrible already. I'd assume all towns around would have their description and the murder infos within one or two days.
 

If I were you, RW, I would be very upset as well. Evil PCs drive me nuts-o... but, then again, I like to play because I like to be a hero...

But, really, your best bet is it 1.) Talk to them about it... sit them down and discuss it, send them an email, something that will get the issue out in the open; 2.) See if they are willing to compromise and, if so, what that compromise is...

You're the DM... and, if you are not happy with the game--especially in this situation-- I'd say you have the right to want things to change...

Really, of the stuff on the thread, I like the kill them and have the kindly old priest bring them back (great idea Firelance!)-- it gives them a mentor, a source of information, and a nagging devil on their shoulder to provide perspective on their past actions and an insight as to how they should act in the future...
 

Redemption, you as a DM have to force it onto your players, at some point the gods will turn their backs on them, paladins will hunt them down, or some other evil will see them as a rival. What does this mean in the game, people will go into hiding when they come into an area, hide or die. No healing from clerics, druids or such from good and many neutral gods. Players now have to find an evil god with healing or potions and forget raise dead. Lost to the afterlife, something not really thought about in games but they really are going to hell, show them. :D Use of the restless dead, haunt the players with dreams of the afterlife or by those they killed are out for revenge...from the grave! Show them that for their actions there is a price to be paid.
 

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