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Need ideas on FR evils campaign
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<blockquote data-quote="Clemmensen" data-source="post: 975889" data-attributes="member: 12832"><p><strong>Beware of evil players</strong></p><p></p><p>If I were you, I would consider letting the players be evil..</p><p>Evil players tend to "do things" good players don't, which at some point always end with the players killing or backstabbing each other.</p><p></p><p>In my experience, players who has no or little experience with RPGs tend to mess things up a lot, when they play an evil character and in the end, they will ruin the game for themselves and for you, the GM.. </p><p></p><p>One thing is for sure: Evil players will always favor their personal goals to a degree, where their common goal is less important, unless they, as Enceladus said, are forced to concentrate on the common goal, by a person far more powerfull than they.. That is was its all about. Power! This is the tool you should use to control the players.. </p><p></p><p>Evil players also tend to "experiment" with evil things like rape, bloody murders on innocent victims, violence at its worst, animal mutilations and the like, because they often think that these things are "evil".. And if you ask me, then "they are taking a very wrong path", since I guess that your goal isn't a "Blood-fest"..</p><p></p><p>Evil is a complicated word, so don't use it. Instead use all the words that would somehow fit an "evil" person like: cynical, selfish, mean, cruel, disrespectfull and the like. </p><p>Use these words to describe to the players how you would like them to behave. Don't let them use all the words, but let them choose 2 or so, and preferable different ones for each character. This way the characters are becoming individuals, with their own set of thoughts, ideas, goals, personality and so on, and in the end it will be more obvious for them how to be "evil". They will see that they don't have to murderers to be "evil" and that their behavior towards others will "say it all". </p><p></p><p>As a GM you should use these words too, to make that "evil feeling". Making the players feel they are treated wrong, cheated, disliked and so on, creates that "bitterness" evil players tend to have and will make them feel that "the world is against them and now they will pay back". This might seem stupid at first, but think about a couple of "scenes" in your game that could occur: The landlord in the tavern who refuses to serve them, takes ekstra charge for their beers or just spill the beer without giving the "victimized" character a new one. Add a little commentary like:"Sorry lad. You'd better hold on to that next time..". </p><p></p><p>Think of scenes where your players really can show the world their "evilness" like how would they react to the little girl who begs for money? The cutpurse who is cought in action? The drunk (and alone) cityguard who yelled at them earlier in front of a lot of people, which was vey humiliating? If you create these scenes it will be easier for the players to find out, "how it is to bed evil" and it will be easier for you to make an "evil" game..</p><p></p><p>..and then you add that little something that will control them.. </p><p></p><p>Don't let them find a treasure for their own pleasure; They would start fighting each other for it = No adventure.. just dead characters..</p><p>Instead let them find a treasure, which they were told to find AND bring back to their employer, who by the way is a really powerfull and evil guy, who enforces the characters own "evil" characteristics on the themselves. his way you can make some very intresting intrigues: Would the thief dare to take a few coins for himselves? Would the warrior tell their employer that he saw it or blackmail the theif? </p><p></p><p>Intrigue is what playing evil characters is all about? Are your players ready for that? "Evil" characters always "plot" things against others to their own advantage? That's why they are evil, right?</p><p></p><p>Well, I write a lot (sorry about that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) But in short:</p><p></p><p>A Roleplaying game with "evil" characters will:</p><p></p><p>- always deal with intrigue.</p><p></p><p>- always be about with power and the struggle to obtain it.</p><p></p><p>- always be about "those feelings we don't like to have in real life".</p><p></p><p>- always be about "Those actions we do not like to perform in real life".</p><p></p><p>- have an tendancy to be short-lived campaigns, since evil characters seems to die more often than good.</p><p></p><p>- be more difficult to master, both for the players and the GM.</p><p></p><p></p><p>I hope that you could use some of the things i mentioned. Perhaps it's all very unclear and confusing, but I hope you at least got idea, of what you are about to start.. "Evil" can be difficult if you don't know how to make it evil..</p><p></p><p>- Clemmensen</p></blockquote><p></p>
[QUOTE="Clemmensen, post: 975889, member: 12832"] [b]Beware of evil players[/b] If I were you, I would consider letting the players be evil.. Evil players tend to "do things" good players don't, which at some point always end with the players killing or backstabbing each other. In my experience, players who has no or little experience with RPGs tend to mess things up a lot, when they play an evil character and in the end, they will ruin the game for themselves and for you, the GM.. One thing is for sure: Evil players will always favor their personal goals to a degree, where their common goal is less important, unless they, as Enceladus said, are forced to concentrate on the common goal, by a person far more powerfull than they.. That is was its all about. Power! This is the tool you should use to control the players.. Evil players also tend to "experiment" with evil things like rape, bloody murders on innocent victims, violence at its worst, animal mutilations and the like, because they often think that these things are "evil".. And if you ask me, then "they are taking a very wrong path", since I guess that your goal isn't a "Blood-fest".. Evil is a complicated word, so don't use it. Instead use all the words that would somehow fit an "evil" person like: cynical, selfish, mean, cruel, disrespectfull and the like. Use these words to describe to the players how you would like them to behave. Don't let them use all the words, but let them choose 2 or so, and preferable different ones for each character. This way the characters are becoming individuals, with their own set of thoughts, ideas, goals, personality and so on, and in the end it will be more obvious for them how to be "evil". They will see that they don't have to murderers to be "evil" and that their behavior towards others will "say it all". As a GM you should use these words too, to make that "evil feeling". Making the players feel they are treated wrong, cheated, disliked and so on, creates that "bitterness" evil players tend to have and will make them feel that "the world is against them and now they will pay back". This might seem stupid at first, but think about a couple of "scenes" in your game that could occur: The landlord in the tavern who refuses to serve them, takes ekstra charge for their beers or just spill the beer without giving the "victimized" character a new one. Add a little commentary like:"Sorry lad. You'd better hold on to that next time..". Think of scenes where your players really can show the world their "evilness" like how would they react to the little girl who begs for money? The cutpurse who is cought in action? The drunk (and alone) cityguard who yelled at them earlier in front of a lot of people, which was vey humiliating? If you create these scenes it will be easier for the players to find out, "how it is to bed evil" and it will be easier for you to make an "evil" game.. ..and then you add that little something that will control them.. Don't let them find a treasure for their own pleasure; They would start fighting each other for it = No adventure.. just dead characters.. Instead let them find a treasure, which they were told to find AND bring back to their employer, who by the way is a really powerfull and evil guy, who enforces the characters own "evil" characteristics on the themselves. his way you can make some very intresting intrigues: Would the thief dare to take a few coins for himselves? Would the warrior tell their employer that he saw it or blackmail the theif? Intrigue is what playing evil characters is all about? Are your players ready for that? "Evil" characters always "plot" things against others to their own advantage? That's why they are evil, right? Well, I write a lot (sorry about that :) ) But in short: A Roleplaying game with "evil" characters will: - always deal with intrigue. - always be about with power and the struggle to obtain it. - always be about "those feelings we don't like to have in real life". - always be about "Those actions we do not like to perform in real life". - have an tendancy to be short-lived campaigns, since evil characters seems to die more often than good. - be more difficult to master, both for the players and the GM. I hope that you could use some of the things i mentioned. Perhaps it's all very unclear and confusing, but I hope you at least got idea, of what you are about to start.. "Evil" can be difficult if you don't know how to make it evil.. - Clemmensen [/QUOTE]
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