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Newbee's Problem of Evil
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<blockquote data-quote="Ipissimus" data-source="post: 4104626" data-attributes="member: 41514"><p>Another echo; but I agree with Shilsen. But it does depend to a degree on what alignments you're dealing with.</p><p></p><p>Lawful Evil is the easiest to integrate into a party. Lawful Evil characters understand orders, heirarchy and working with others. They may chafe when they're not in charge but that doesn't mean they'll kill a leader they respect in his or her sleep.</p><p></p><p>Neutral Evil is harder. The iconic Neutral Evil character is selfish to extremes which may provoke a player to steal from his own party, which will probably result in that character being lynched. The trick is that the other party members should be viewed as assets. You keep the fighter around to shield your meat, the cleric around to heal you, the rogue to get hit by the poison darts, etc.</p><p></p><p>Chaotic Evil is the hardest. If one of your players wants to be Chaotic Evil, warning bells should go off in your head. Unless you know that they're not a spoiler who wants to take their enjoyment from wrecking your game, I'd get them to reconsider. If you think you can handle it, which is definitely possible, then a well played Chaotic Evil character can be rewarding. Just be sure they just don't want to play serial killer and take the game places you don't want it to go. Chaotic Evil people have one 'flaw' to exploit that gets them to work in groups: they respect power. Drow society works because the bigger fish keep a tight leash on the smaller fish. As long as the party can keep their mad dog on the leash, it's fine.</p><p></p><p>The other tip I can give you is to tailor your adventures to the selfish mindset. Don't even try to appeal to the PC's sympathies; make sure there is a clear profit motive for all their adventures. The classic Evil adventure generally starts out with a merchant offering a sum of money for the PCs to perform a service. This service could be anything from robbing a tomb to assassinating a rival to bodyguard duty for a criminal kingpin.</p><p></p><p>Oh, and watch out if the subject of brothels comes up. Handled maturely, it can be good and add variety to the game, or even motivations. In my experience, though, teenagers don't really handle the subject maturely...</p></blockquote><p></p>
[QUOTE="Ipissimus, post: 4104626, member: 41514"] Another echo; but I agree with Shilsen. But it does depend to a degree on what alignments you're dealing with. Lawful Evil is the easiest to integrate into a party. Lawful Evil characters understand orders, heirarchy and working with others. They may chafe when they're not in charge but that doesn't mean they'll kill a leader they respect in his or her sleep. Neutral Evil is harder. The iconic Neutral Evil character is selfish to extremes which may provoke a player to steal from his own party, which will probably result in that character being lynched. The trick is that the other party members should be viewed as assets. You keep the fighter around to shield your meat, the cleric around to heal you, the rogue to get hit by the poison darts, etc. Chaotic Evil is the hardest. If one of your players wants to be Chaotic Evil, warning bells should go off in your head. Unless you know that they're not a spoiler who wants to take their enjoyment from wrecking your game, I'd get them to reconsider. If you think you can handle it, which is definitely possible, then a well played Chaotic Evil character can be rewarding. Just be sure they just don't want to play serial killer and take the game places you don't want it to go. Chaotic Evil people have one 'flaw' to exploit that gets them to work in groups: they respect power. Drow society works because the bigger fish keep a tight leash on the smaller fish. As long as the party can keep their mad dog on the leash, it's fine. The other tip I can give you is to tailor your adventures to the selfish mindset. Don't even try to appeal to the PC's sympathies; make sure there is a clear profit motive for all their adventures. The classic Evil adventure generally starts out with a merchant offering a sum of money for the PCs to perform a service. This service could be anything from robbing a tomb to assassinating a rival to bodyguard duty for a criminal kingpin. Oh, and watch out if the subject of brothels comes up. Handled maturely, it can be good and add variety to the game, or even motivations. In my experience, though, teenagers don't really handle the subject maturely... [/QUOTE]
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