Odd's of Survival for this Group?

I give this bunch these odds to survive:

  • 0% chance, evil can't work together

    Votes: 2 3.2%
  • 20% chance, some can manage it

    Votes: 11 17.5%
  • 40% chance, it would behoove them to do so

    Votes: 15 23.8%
  • 60% chance, helps the campaign along

    Votes: 16 25.4%
  • 80% chance, it would make the DM's job easier

    Votes: 15 23.8%
  • 100% chance. Evil has to stick together for survival in this world

    Votes: 4 6.3%

Have a clear goal in mind, and you'll do all right. As long as working within the group helps to further the characters' own nefarious goals, they'll keep working together. If all characters have similar or compatible goals, and the group kicks butt, there's no real reason for any betrayal.
 

log in or register to remove this ad

Your party may fall apart or be reluctant to work together because they may have their own sinister plans, and want to do what they want. This is the problem every time I play in an evil game.

It also depends on your characters. They can still be evil and be team players, but you may have trouble with the one's with their own plans, as I said above.
 

evil group

evil not only CAN work togather, with a properly run Red Wizard in the party, it can excell. of course this assumes that the red wizard is in charge and the rest of you are his subordinates. If there is no strict heirachy in the party with the wizard on top (Red wizards don't DO the subordinate to non-Red wizard roll) then I would expect internal power stuuggles to tear the group appart.
 

There is no technical leader of the party, but the group defers to the Red Wizard on Arcane Matters and to the Blackguard/Cleric of Gargauth on Diplomatic and People issues. The rest is sort of handled in a "what makes the most sense" way. Everyone is Lawful after all. That kind of helps.
 

Speaking as somebody who recently was a member of a three person evil party (two LE, one NE) that started at 12th level, I must say that evil - lawful evil, at least - indeed can work together just fine.

Oh, and we absolutely ruled, BTW. :D
 

Well the survivability of any group is in truth determined by the DM ,the only time a party truly decides its own is when the DM plays monsters exactly the way they should be and then doesnt metagame and shows no partiality at all..so basically never ....however your group looks fine :)
 

It looks like there are a lot of individuals with potentially different loyalties in the group--a Red Wizard and a Shadow Adept, a drow and a bunch of surface dwellers, a Blackguard of Gargauth and a Cleric of Wee Jas, a blackguard, fighter, and knight of potentially different loyalties.

Assuming that the party is loyal to each other and the evils aren't so vile that the neutrals can't continue with them, they might work well together. However, if the PCs' loyalties are to different masters, watch out.
 

teamwork

as I said properl played red wizards arn't subordinate. So if he does not at least think he is in charge look for him to start to arange accidents for the competition. (read the spellbound box set for more info on the red wizards)
 

With the obvious exception of all the different gods and organizations, I don't see the party as being that bad off. Too many churches and organizations means too many different goals, which means trouble for any party evil or good. As long as there is a uniting goal it should work ok. Of course evil is evil, it can always explode into violence, but as long as there is a reason to stick together it will work out. Of course it also seems that you are not so sure if this will work, which means it might not, but the characters look ok.
 

evil is evil

Of course evil is evil, it can always explode into violence, but as long as there is a reason to stick together it will work out.


the same could be said of good or neutral. whenever different ideologies are thoather there is always the potential for violence.

Evil: its the OTHER side of the coin. Turn it over and see for yourself.
 

Remove ads

Top