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<blockquote data-quote="Jester David" data-source="post: 6148735" data-attributes="member: 37579"><p>First, you have your font set to "black" not "default" which makes it hard to read on my forum skin. </p><p></p><p>Second, play a couple Grand Theft Auto games. </p><p>No, really. They give good examples of how to start and structure evil campaigns. You start small and slowly work to build your forces and resources, expanding your influence. You make allies by doing them favours and eliminating their enemies.</p><p></p><p>Start the players as all working for the same gang or organization. Emphasise that they're allies and "brothers". Encourage LE as a potential alignment, the archetypal thief with honour. Party building will also be important. </p><p>I recommend connecting everyone via backgrounds. Sit everyone down at the table (randomly) and have each PC write down a problem they got into that they could not solve alone. Then they have to turn to the person to their left and that person explains how they helped the PC out of the jam. So when the campaign starts, everyone is indebted to everyone else and everyone is trusted by someone. </p><p>It also helps to talk to the players like they're human beings and say outright "you're evil people but you're working together. Make characters that will work with others. It's <em>your</em> job to justify why your character is working with the other PCs." Emphasise that, as the GM, you don't want to spend every session forcing them to work together. </p><p>Let them know that unsanctioned PvP is just off limits. If two PCs want to conspire for story reasons to have one betray the other that's fine, but both parties need to be willing participants and it should be minimally disruptive. </p><p></p><p>As the story could go into some dark places, ask the players where their line is. Murder of innocents? Rape? Prostitution? Violence against children? Find out how dark they want to go and work not to overtly cross the line. If you're worried about your group and someone (or ones) have some pretty strong hang-ups establish a "safe word". Something that will end the scene and transition to the next scene or group of PCs.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6148735, member: 37579"] First, you have your font set to "black" not "default" which makes it hard to read on my forum skin. Second, play a couple Grand Theft Auto games. No, really. They give good examples of how to start and structure evil campaigns. You start small and slowly work to build your forces and resources, expanding your influence. You make allies by doing them favours and eliminating their enemies. Start the players as all working for the same gang or organization. Emphasise that they're allies and "brothers". Encourage LE as a potential alignment, the archetypal thief with honour. Party building will also be important. I recommend connecting everyone via backgrounds. Sit everyone down at the table (randomly) and have each PC write down a problem they got into that they could not solve alone. Then they have to turn to the person to their left and that person explains how they helped the PC out of the jam. So when the campaign starts, everyone is indebted to everyone else and everyone is trusted by someone. It also helps to talk to the players like they're human beings and say outright "you're evil people but you're working together. Make characters that will work with others. It's [I]your[/I] job to justify why your character is working with the other PCs." Emphasise that, as the GM, you don't want to spend every session forcing them to work together. Let them know that unsanctioned PvP is just off limits. If two PCs want to conspire for story reasons to have one betray the other that's fine, but both parties need to be willing participants and it should be minimally disruptive. As the story could go into some dark places, ask the players where their line is. Murder of innocents? Rape? Prostitution? Violence against children? Find out how dark they want to go and work not to overtly cross the line. If you're worried about your group and someone (or ones) have some pretty strong hang-ups establish a "safe word". Something that will end the scene and transition to the next scene or group of PCs. [/QUOTE]
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