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My mild frustration - an evil party
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<blockquote data-quote="S'mon" data-source="post: 1736687" data-attributes="member: 463"><p>Sylvan wrote:</p><p>>>Step 8</p><p>Effectively the PC's have to contend with greater and greater challenges, NPC's bounty hunters and family members, racking up XP if they scucceed and ending the campaign eventually if they don't. The key here is to not take everything so personally. Sure the fact that your campaign got messed up is bad, but I have just as much fun watching the "evil campaign" develop as I do my own ideas. I had one game last for over a year of sessions. They died together is a very nasty dungeon who's denziens and traps didn't care if they were evil or not.</p><p></p><p>You just have to remember that they are here to play a game and have fun, not fufill your storyline and meet your expectations<<</p><p></p><p>I agree with all this wholeheartedly. An evil PC group, by definition, is not interested in the heroic-good-guy story you have 'planned' for them. But evil games can be a lot of fun, as long as you keep the world plausible - no deus ex machinas, no 'world revolves around them' & they always arbitrarily win a la Natural Born Killers, but no arbitrarily failures or punishments either. If they fail, if high-level heroes hunt them down and wipe the floor with them, it should be as a result of their own actions. Actually in all the evil games I've GM'd, it wasn't good-guy heroes who finished off the PCs, it was their own friends and allies - think Reservoir Dogs or the Sopranos. Evil is jealous, paranoid and unforgiving. Betrayal for perceived self advantage or to eliminte a perceived threat is a common reaction. I ran great 'evil' campaigns set within the Star Wars Imperial military, with tons of jockeying for advantage & attempts to climb the slippery pole to power, with loads of Machiavellian intrigue, character (and literal) assassination, betrayal & backstabbing. While one Imperial PC did get killed by Rebels, being killed by a rival Imperial faction during some bit of skullduggery was a far more common fate. Likewise I ran an AD&D 'evil' campaign that took a solo Chaotic-Evil PC, Mortis, from low to demigod level in the service of demon prince Graz'zt; it ended when the now-super-powerful PC started making suggestions to Graz'zt that he was now really more an ally of Big G than a mere minion, then accidentally broke a treaty Graz'zt had with Thrin (Upper_Krust's deity PC), giving Graz'zt the excuse to send a kill team to hunt down and eliminate Mortis before he could truly threaten G's power. If you look at how evil functions in the real world, from dictatorships to crime families, that kind of thing happens all the time.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1736687, member: 463"] Sylvan wrote: >>Step 8 Effectively the PC's have to contend with greater and greater challenges, NPC's bounty hunters and family members, racking up XP if they scucceed and ending the campaign eventually if they don't. The key here is to not take everything so personally. Sure the fact that your campaign got messed up is bad, but I have just as much fun watching the "evil campaign" develop as I do my own ideas. I had one game last for over a year of sessions. They died together is a very nasty dungeon who's denziens and traps didn't care if they were evil or not. You just have to remember that they are here to play a game and have fun, not fufill your storyline and meet your expectations<< I agree with all this wholeheartedly. An evil PC group, by definition, is not interested in the heroic-good-guy story you have 'planned' for them. But evil games can be a lot of fun, as long as you keep the world plausible - no deus ex machinas, no 'world revolves around them' & they always arbitrarily win a la Natural Born Killers, but no arbitrarily failures or punishments either. If they fail, if high-level heroes hunt them down and wipe the floor with them, it should be as a result of their own actions. Actually in all the evil games I've GM'd, it wasn't good-guy heroes who finished off the PCs, it was their own friends and allies - think Reservoir Dogs or the Sopranos. Evil is jealous, paranoid and unforgiving. Betrayal for perceived self advantage or to eliminte a perceived threat is a common reaction. I ran great 'evil' campaigns set within the Star Wars Imperial military, with tons of jockeying for advantage & attempts to climb the slippery pole to power, with loads of Machiavellian intrigue, character (and literal) assassination, betrayal & backstabbing. While one Imperial PC did get killed by Rebels, being killed by a rival Imperial faction during some bit of skullduggery was a far more common fate. Likewise I ran an AD&D 'evil' campaign that took a solo Chaotic-Evil PC, Mortis, from low to demigod level in the service of demon prince Graz'zt; it ended when the now-super-powerful PC started making suggestions to Graz'zt that he was now really more an ally of Big G than a mere minion, then accidentally broke a treaty Graz'zt had with Thrin (Upper_Krust's deity PC), giving Graz'zt the excuse to send a kill team to hunt down and eliminate Mortis before he could truly threaten G's power. If you look at how evil functions in the real world, from dictatorships to crime families, that kind of thing happens all the time. [/QUOTE]
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