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When evil characters make friends :3
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<blockquote data-quote="Hussar" data-source="post: 4757191" data-attributes="member: 22779"><p>One thing I've found that helps is right at character creation, tell your players that each character must have links to at least two other characters. Some fundamental element that provides a reason for these people to tolerate each other's presense. They don't have to be friends, but, there has to be some reason why they won't come to blows.</p><p></p><p>Then, enforce a PVE rule. No player vs player combat. You can do whatever you want, short of outright attacking another player. Be very upfront that breaking out the D20 when you get into an argument is NOT an option. Leave it up to the players to figure out other means of conflict resolution.</p><p></p><p>Once that's out of the way, I've found that evil parties, or evil PC's in a good party can work rather well. When everyone is aware that their actions have consequences, but, they cannot simply solve those with violence, people start being very creative with both introducing conflicts and resolving them. </p><p></p><p>What I've found is that players start dancing around each other in much more interesting ways. Instead of someone being very directly confrontational, the players start trying to justify each other's actions. Looks a lot like an episode of the Sopranos, where you have all these bad people, who given a really good chance, might off one another, working together and acting very politely to each other most of the time.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4757191, member: 22779"] One thing I've found that helps is right at character creation, tell your players that each character must have links to at least two other characters. Some fundamental element that provides a reason for these people to tolerate each other's presense. They don't have to be friends, but, there has to be some reason why they won't come to blows. Then, enforce a PVE rule. No player vs player combat. You can do whatever you want, short of outright attacking another player. Be very upfront that breaking out the D20 when you get into an argument is NOT an option. Leave it up to the players to figure out other means of conflict resolution. Once that's out of the way, I've found that evil parties, or evil PC's in a good party can work rather well. When everyone is aware that their actions have consequences, but, they cannot simply solve those with violence, people start being very creative with both introducing conflicts and resolving them. What I've found is that players start dancing around each other in much more interesting ways. Instead of someone being very directly confrontational, the players start trying to justify each other's actions. Looks a lot like an episode of the Sopranos, where you have all these bad people, who given a really good chance, might off one another, working together and acting very politely to each other most of the time. [/QUOTE]
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