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<blockquote data-quote="el Voz" data-source="post: 66730" data-attributes="member: 1925"><p>I agree with Ruin.</p><p></p><p>I DM an evil campaign because the players want to screw each other over. </p><p></p><p>In this case give them what they want. I encourage note passing. I pass notes to let certain people have knowledge of things that the party would not know. I leave it up to the players to inform the party.</p><p></p><p>As a DM, I try to screw players over andd start fights and backstabs. I will describe an event, and distort it by only giving information that I forsee that the PC can gather. I allow the PC to come to false conculsions. I treat it like the teacher who sees the first punch, not the cause or reason that punch was thrown.</p><p></p><p>The key is I make sure the PCs have choices and inputs. I let the PCs come to their own conculsion. I have had the PCs use a map that contains shaky information. The sucessfully avoid a trap on the map. They meet up with the villian (standing in front of a building) who lies and says they are looking for the building were the trap is located. They choose to believe the villian and they enter into the trap.</p><p></p><p>Why believe a villian, because he is one of many innocents they meet. I give no indication if the clue is real or false. The central Government is strong and does not take kindly to psycotic murders.</p><p></p><p>You also need to make sure everyone understands what alignment means. You need to eliminate much of the gray areas.</p><p></p><p>This is not a simple follow the module campaign, but with a little thought and group preperation it is do able.</p></blockquote><p></p>
[QUOTE="el Voz, post: 66730, member: 1925"] I agree with Ruin. I DM an evil campaign because the players want to screw each other over. In this case give them what they want. I encourage note passing. I pass notes to let certain people have knowledge of things that the party would not know. I leave it up to the players to inform the party. As a DM, I try to screw players over andd start fights and backstabs. I will describe an event, and distort it by only giving information that I forsee that the PC can gather. I allow the PC to come to false conculsions. I treat it like the teacher who sees the first punch, not the cause or reason that punch was thrown. The key is I make sure the PCs have choices and inputs. I let the PCs come to their own conculsion. I have had the PCs use a map that contains shaky information. The sucessfully avoid a trap on the map. They meet up with the villian (standing in front of a building) who lies and says they are looking for the building were the trap is located. They choose to believe the villian and they enter into the trap. Why believe a villian, because he is one of many innocents they meet. I give no indication if the clue is real or false. The central Government is strong and does not take kindly to psycotic murders. You also need to make sure everyone understands what alignment means. You need to eliminate much of the gray areas. This is not a simple follow the module campaign, but with a little thought and group preperation it is do able. [/QUOTE]
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