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Newbee's Problem of Evil
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<blockquote data-quote="WhatGravitas" data-source="post: 4102988" data-attributes="member: 33132"><p>Yes. The most important thing is the <em>reason</em> why they're playing an evil party. As DM, I've encountered three types of evil characters in PC hands:</p><p></p><p>1) Evil-curious: Evil can be cool, like Darth Vader, Q, and other villains. Many like it, and it's more the label, than the actual playstyle.</p><p>2) Mature evil: That's genuine want to "try" evil out, playing actual thugs, mafia bosses - it's similar to evil-curious, but less focused on the "cool badass" factor, more on evil itself.</p><p>3) Dumb evil: Demon-like, killing at random, attacking other PCs... and other ways to be a disruptive.</p><p></p><p>The first one is pretty easy to handle: Just throw them some lines, some typical villain scenes - but it doesn't require a lot of changes - just less "save the princess", more "mercenary-style" adventures, especially during the beginning of the campaign - you'll get a better feel for it later.</p><p></p><p>The second style is harder to DM, and the tips of the posters above are probably better!</p><p></p><p>The last one... is one that indicate disruptive players (sometimes unwillingly), make clear that you do not tolerate that - and more importantly, don't allow the "evil-curious" players to drift into that region.</p><p></p><p>Furthermore, considering you've said your son is 14, and you're DMing for some of his friends and one of their dads, I think it's mainly "evil-curious". Also, since they're younger, it's harder to pull of "mature evil" - kids in that age enjoy over-the-top (which usually ends up like Darth Vader or Darth Maul - "badass evil").</p><p></p><p>Basically, try to aim your adventures at a "neutral" baseline - hired adventures, stuff that endangers the party or the environment in a way that even evil characters wouldn't profit from. And throw them opportunities for redemption from time to time - this will either give the players the chance to change the course of their characters OR will define them more strongly as evil - both things allow the player to play the character as "evil" - just don't get too heavy-handed, or it will feel forced. About once every third or fourth level or adventure (depending how you want to keep track of time^^).</p><p></p><p>Cheers, LT.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 4102988, member: 33132"] Yes. The most important thing is the [i]reason[/i] why they're playing an evil party. As DM, I've encountered three types of evil characters in PC hands: 1) Evil-curious: Evil can be cool, like Darth Vader, Q, and other villains. Many like it, and it's more the label, than the actual playstyle. 2) Mature evil: That's genuine want to "try" evil out, playing actual thugs, mafia bosses - it's similar to evil-curious, but less focused on the "cool badass" factor, more on evil itself. 3) Dumb evil: Demon-like, killing at random, attacking other PCs... and other ways to be a disruptive. The first one is pretty easy to handle: Just throw them some lines, some typical villain scenes - but it doesn't require a lot of changes - just less "save the princess", more "mercenary-style" adventures, especially during the beginning of the campaign - you'll get a better feel for it later. The second style is harder to DM, and the tips of the posters above are probably better! The last one... is one that indicate disruptive players (sometimes unwillingly), make clear that you do not tolerate that - and more importantly, don't allow the "evil-curious" players to drift into that region. Furthermore, considering you've said your son is 14, and you're DMing for some of his friends and one of their dads, I think it's mainly "evil-curious". Also, since they're younger, it's harder to pull of "mature evil" - kids in that age enjoy over-the-top (which usually ends up like Darth Vader or Darth Maul - "badass evil"). Basically, try to aim your adventures at a "neutral" baseline - hired adventures, stuff that endangers the party or the environment in a way that even evil characters wouldn't profit from. And throw them opportunities for redemption from time to time - this will either give the players the chance to change the course of their characters OR will define them more strongly as evil - both things allow the player to play the character as "evil" - just don't get too heavy-handed, or it will feel forced. About once every third or fourth level or adventure (depending how you want to keep track of time^^). Cheers, LT. [/QUOTE]
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