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*TTRPGs General
The role of Evil (AKA killible things)
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<blockquote data-quote="ExploderWizard" data-source="post: 5508157" data-attributes="member: 66434"><p>The players themselves are the key consideration here. Is the group a fan of frequent hack n slash that enjoys having the bad guys wearing obvious black hats? </p><p> </p><p>Injecting too much grey moral material along with mystery, intrigue and other more subtle concepts into a campaign for players who just enjoy cutting their way to the orc chieftain, killing him, and looting the treasury, is a wasted effort and can be frustrating for the DM. </p><p> </p><p>The key to the best campaign elements is still to know thy players. </p><p> </p><p>Most groups have a mix of player preferences which makes the process a bit more challenging. If you have a few kill/loot types and some intrigue lovers in the same group then the campaign must feature elements that will keep both groups engaged. The bad guy hats don't have to be fitted to an entire race. A widespread group such as a cult could have members of many races. These cultists could be corrupted beyond redemption and serve as excellent sword fodder for the hackers while figuring out who the leaders are and where they have infiltrated will give the problem solvers something to chew on.</p><p> </p><p>As long as the campaign has easily identified "bad guys" they can be of a racial type or not depending on how you want to arrange things.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5508157, member: 66434"] The players themselves are the key consideration here. Is the group a fan of frequent hack n slash that enjoys having the bad guys wearing obvious black hats? Injecting too much grey moral material along with mystery, intrigue and other more subtle concepts into a campaign for players who just enjoy cutting their way to the orc chieftain, killing him, and looting the treasury, is a wasted effort and can be frustrating for the DM. The key to the best campaign elements is still to know thy players. Most groups have a mix of player preferences which makes the process a bit more challenging. If you have a few kill/loot types and some intrigue lovers in the same group then the campaign must feature elements that will keep both groups engaged. The bad guy hats don't have to be fitted to an entire race. A widespread group such as a cult could have members of many races. These cultists could be corrupted beyond redemption and serve as excellent sword fodder for the hackers while figuring out who the leaders are and where they have infiltrated will give the problem solvers something to chew on. As long as the campaign has easily identified "bad guys" they can be of a racial type or not depending on how you want to arrange things. [/QUOTE]
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