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Why do I tend to be evil ?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2824964" data-attributes="member: 20805"><p>Lots of good advise upthread.. but I think we have gotten to a part where the building blocks of this problem should be at least pointed out. As <strong>Gold Roger</strong> noted, there was a lack of communication and an assumption made fo what the players were looking for.</p><p>As it stands, it appears that only 1 of the 4 players is actively desiring an evil, cut thier hearts out and eat it kind of game.</p><p></p><p>What could have happened was to ensure the characters motivations are focused on the overall goal. That would keep the game going despite changes of alignment here and there.</p><p>Also, having in character reasoning for why they are a group...</p><p></p><p>Then, as the Necromancer has his epiphany, the roleplaying could get very interesting as they attempt to come to terms with most of the group wanting to be 'good'...not to mentin all the concerns about being a necromancer <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p>There should already be some very interesting roleplaying around as the NE Cleric, the Druid, and the Necromancer sort out thier differing views on death.</p><p>I am sure the Barbarian would just sit back, sharpening his club and wondering why 'civilization' is something to attain if all it gets is bickering arguments over the afterlife <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But, back on point..</p><p> The key to having 'good' characters is rewarding the characters through support of those they fight to protect. <strong>Dei</strong> has some good specifics upthread. For evil characters, the logical response instead of 'protect the party' is also applicable. </p><p>Having the bad guys kill hostages when you show up, then fight to the death because they know they wont get any mercy from you... well, that wouldn't be much fun.</p><p></p><p></p><p>And an amusing ancedote from a previous game.. I was playing a CN {with evil tendancies} Dwarven Rogue travelling with a group that included a Palidon. An event occured where we learned of the impending doom for the entire world unless we were able to slay this witch. I decided that it would be better to head into town and enjoy the last week or so of life. The Palidon disagrees and we ended up fighting.. didn't last that long <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>My next character was much more ameniable to lost causes and sacrificing for the greater good....</p><p></p><p></p><p></p><p></p><p>Oh...., the witch slaughtered us <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p>Anyway, if I were you, I would convert to a 'good' alignment and work with the other so inclined to get the Dwarf on board with a new, less violent agenda. Then head out to save the world with or without him. No silly flashing PC signs allowed.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2824964, member: 20805"] Lots of good advise upthread.. but I think we have gotten to a part where the building blocks of this problem should be at least pointed out. As [B]Gold Roger[/B] noted, there was a lack of communication and an assumption made fo what the players were looking for. As it stands, it appears that only 1 of the 4 players is actively desiring an evil, cut thier hearts out and eat it kind of game. What could have happened was to ensure the characters motivations are focused on the overall goal. That would keep the game going despite changes of alignment here and there. Also, having in character reasoning for why they are a group... Then, as the Necromancer has his epiphany, the roleplaying could get very interesting as they attempt to come to terms with most of the group wanting to be 'good'...not to mentin all the concerns about being a necromancer :lol: There should already be some very interesting roleplaying around as the NE Cleric, the Druid, and the Necromancer sort out thier differing views on death. I am sure the Barbarian would just sit back, sharpening his club and wondering why 'civilization' is something to attain if all it gets is bickering arguments over the afterlife :) But, back on point.. The key to having 'good' characters is rewarding the characters through support of those they fight to protect. [B]Dei[/B] has some good specifics upthread. For evil characters, the logical response instead of 'protect the party' is also applicable. Having the bad guys kill hostages when you show up, then fight to the death because they know they wont get any mercy from you... well, that wouldn't be much fun. And an amusing ancedote from a previous game.. I was playing a CN {with evil tendancies} Dwarven Rogue travelling with a group that included a Palidon. An event occured where we learned of the impending doom for the entire world unless we were able to slay this witch. I decided that it would be better to head into town and enjoy the last week or so of life. The Palidon disagrees and we ended up fighting.. didn't last that long :) My next character was much more ameniable to lost causes and sacrificing for the greater good.... Oh...., the witch slaughtered us :( Anyway, if I were you, I would convert to a 'good' alignment and work with the other so inclined to get the Dwarf on board with a new, less violent agenda. Then head out to save the world with or without him. No silly flashing PC signs allowed. [/QUOTE]
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