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<blockquote data-quote="weem" data-source="post: 4908402" data-attributes="member: 9470"><p>I have run a few "evil" campaigns and a TON of "selfish" campaigns and have had a blast with them. I usually clarify up front that the group needs to work together as a team - even though that team might kill, cheat and lie to get what they want, they have found that they work best TOGETHER to get what they want.</p><p></p><p>I think if you make sure up front that turning against each other is something that needs to be avoided and why, it can work out well. </p><p></p><p>As for plots, you pretty much have to make your own, etc -- but then again, I ALWAYS do that. I have actually <u>never</u> run a published module since I started playing 21-ish years ago - I have borrowed ideas, but never run a module from a book, etc.</p><p></p><p>Some plot ideas have included...</p><p></p><p>1) ...one or more of the players being given a business opportunity that they then exploit and how that spiraled out of their control and became something else entirely (that was not working in their favor) it was something that ended up trying to end their lives which in turn of course led to them going after it.</p><p></p><p>2) ...the players were basically a group mercenaries. They had 2 NPC's with them for the first number of levels but one in particular began to gain power more quickly than them and sought to move on to better things (he was a wizard). They then started getting work that went up against what he was involved in and so he started drawing them into things they didn't want to be involved with and eventually he became their greatest enemy (some evil vs evil stuff there) which was fun because they had known him from the time when he was a nobody.</p><p></p><p>Anyway, one common theme in these games (for me) has been evil fighting evil. I did have good guys getting involved as well from time to time, and those with good intentions would get in the way, but in general the heart of it all came down to two evils battling it out.</p></blockquote><p></p>
[QUOTE="weem, post: 4908402, member: 9470"] I have run a few "evil" campaigns and a TON of "selfish" campaigns and have had a blast with them. I usually clarify up front that the group needs to work together as a team - even though that team might kill, cheat and lie to get what they want, they have found that they work best TOGETHER to get what they want. I think if you make sure up front that turning against each other is something that needs to be avoided and why, it can work out well. As for plots, you pretty much have to make your own, etc -- but then again, I ALWAYS do that. I have actually [U]never[/U] run a published module since I started playing 21-ish years ago - I have borrowed ideas, but never run a module from a book, etc. Some plot ideas have included... 1) ...one or more of the players being given a business opportunity that they then exploit and how that spiraled out of their control and became something else entirely (that was not working in their favor) it was something that ended up trying to end their lives which in turn of course led to them going after it. 2) ...the players were basically a group mercenaries. They had 2 NPC's with them for the first number of levels but one in particular began to gain power more quickly than them and sought to move on to better things (he was a wizard). They then started getting work that went up against what he was involved in and so he started drawing them into things they didn't want to be involved with and eventually he became their greatest enemy (some evil vs evil stuff there) which was fun because they had known him from the time when he was a nobody. Anyway, one common theme in these games (for me) has been evil fighting evil. I did have good guys getting involved as well from time to time, and those with good intentions would get in the way, but in general the heart of it all came down to two evils battling it out. [/QUOTE]
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