Evil character - workable idea?


Advice

51 to 56 of 56 << first < prev | 1 | 2 | next > last >>

I play evil characters almost exclusively and I have never had any complaints. On the contrary, the other players have said they would trust me to play an Antipaladin. I have also avoided PvP entirely and have been a benefit to the party. While I wouldn't sit out a campaign if I couldn't play an evil character, I would be really disappointed if I couldn't. I would probably sit out a game if I was forced to play a good character.

I'm currently playing a Neutral Evil Witch who worships Asmodeus in a heavily modified Eberron campaign. A CN Swashbuckler Pirate also plays in this campaign. The Chaotic Neutral Swashbuckler pirate has been much more of a problem as he tries to take more than his fair share of loot. A series of events led us to work together and found a mercenary company. During one job, we are dividing up the loot we found in the room. The Pirate declares that he is taking the Pill of Barkskin (functionally the same as a potion) but this would leave the Vanara Monk with nothing but a pittance of gold. While the rest of the party argues with the Pirate, my Half Elf Witch who has taken Skill Focus (Sleight of Hand) due to previous gambling cons in his backstory, decides to pickpocket the pirate for the pill to give it to the monk. The monk and the witch didn't know each other very long but the monk gets into all sorts of shenanigans and the witch likes him for both comedic value and the muscle he brings to the group. The witch is successful thanks to the Swashbuckler's very average perception, gives the pill to the monk who is very grateful and finally bluffs the party that it's probably better to just move on while the swashbuckler preens at his apparent victory. The player who plays the swashbuckler later went on to play an evil character and has gotten into multiple PvPs

Tl;dr A more accurate statement in my opinion would be: The degree to which a person wants to play a disruptive character is inversely proportional to that person's ability to play any character in a cooperative RPG.

This statement of course, is not surprising in the least.


I think a good rule of thumb for dealing with players who want to play evil characters is not to deny them outright, but first talk to them about "why do you want to play an evil character?" and "what makes this character evil?" This can really clear you into what the player's thinking, since everybody's reading of the alignments is a little different.

So things like "I want to screw over the other players" or "I want to bring about a thousand years of darkness" are not really acceptable concepts for evil PCs, because they're almost certain to be disruptive. If it's something like "I want to play a redemptive arc, which is only possible if you get to a bad place to redeem yourself from, so I'd like to start there" or "my character is an elf-supremacist, he believes in the inherent superiority of elves; he tolerates 'lesser' races in subordinate roles, but finds cross-breeds disgusting, and though he's smart enough to keep his mouth shut around those in positions of authority he doesn't respect, his ultimate goal is to show the superiority of elves" or "my character has a talent and a passion for cooking, but has urges to devour human flesh, so that's why she joined the monastery and took a vow to not eat meat, but she still eyes people like a piece of meat sometimes", or "my character's family was disgraced and reduced to a life of poverty by an unscrupulous wizfard who used charm magic to convince them to falsify some documents, so I became an inquisitor to root out and punish people who use mind-affecting magic to take the free will of others from them" are all *arguably evil* characters who can work just fine in a campaign.

It's sort of a shame classes with alignment requirements train us to consider alignment at the beginning of character generation, because it's really the thing that (IMO) should come last. Like examine who your character is, what their life experience and relationships with others were like, what they believe and why they believe that, and then figure out what alignment that makes them.


Pathfinder Adventure Path Subscriber
Jack of Dust wrote:
Tl;dr A more accurate statement in my opinion would be: The degree to which a person wants to play a disruptive character is inversely proportional to that person's ability to play any character in a cooperative RPG.

Sounds accurate to me. It's not a problem unique to playing an evil-aligned character (though it does tend to be more common there); usually the problem is with the player rather than whatever character they decide to play, because they'll be disruptive no matter what.

Given what you've said of this player, I don't think I'd let him play evil unless you talked it out very thoroughly beforehand and made it clear that PvP was off the table and his character should have a reason to work with the party. Even then, I'd be careful. He should have a reason for being evil besides "I want to screw with the party and be a terrible person," and if he can't give you that, I'd be extremely skeptical.

PossibleCabbage wrote:


It's sort of a shame classes with alignment requirements train us to consider alignment at the beginning of character generation, because it's really the thing that (IMO) should come last. Like examine who your character is, what their life experience and relationships with others were like, what they believe and why they believe that, and then figure out what alignment that makes them.

Alignment can also shift over a campaign, too. I've had characters go from LN to LG, or even three-step shifts like N to CN to CG. Unless you're playing a class with alignment restrictions, there's no problem with that.


Sorry for the necro but i would like to had my two cents.

Evil chars are often as poorly played as good chars.

I sometimes play an evil char and my gm/teammates like them most of the time. I even master an campaign with evil chars in which some PvP happened.

The trick is to really think about WHY does the char sticks with the other chars. My evil PC don't kill their teammates because they do think they NEED them.

When a character has been killed it was because:

-1- he was taking huge risks and lost double-crossing the team to get more loots (a player died when he came back with less experienced mercernaries to "finish" the dungeon on his own while the others came back in town.

-2- the character was dumb and led the team in very dangerous situations and didn't show any sign of contrition or regret so the others though he was just too dangerous to stay with him, and knowing too much. They didn't really kill him, it's just when he needed the team to survive, the team passed.

-3- a character was sacrificed to an very angry and powerfull NPC as a show of good faith because he destroyed something very valuable while dominated to avoid a very incoming TPK. (The character took risks that led him to be possessed)

In fact the team now consider their teammates as reliable and skilled and they will take risks to save them since they will be hard to replace.

Again you need to really think WHY your char won't run away and need the team. (that can be said of CN alignement too btw).

That said I would not allow a CE char nor betrayal without proper motives and the only PvP i made as a player was with a LN samurai that killed another teammate since he slandered me several times to clean my honor. I don't recommend PvP but that has nothing to do with evil or not, any alignement can lead to pvp.


KujakuDM wrote:

Evil PC's are fine, so long as they fit into the story. However, realize that having a PC go against the party can be taken hard by players.

Generally, IMO, evil PC's should always be "Hahn Solo". Yeah they are jerks, but when push comes to shove they are heroes and wont ruin the game for other people.

Everyone is supposed to have fun, and a single evil PC can really ruin it. Be cautious.

The worst you could've ever called Hans Solo in the entire series was chaotic neutral at the beginning transitioning to chaotic good - at no point would you be able to adequately describe him as evil. Evil is not just moderately selfish. Evil is evil.


CampinCarl9127 wrote:
Certain kinds of neutral evil are very easy to work with. Specifically, the kinds motivated by green and/or selfishness. As long as working with you always pays or helps them personally prosper, they'll stick with you. Obviously doesn't cover all kinds of NE, but some kinds it does.

Motivated by green? So a businessman or a druid, eh?

51 to 56 of 56 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Evil character - workable idea? All Messageboards

Want to post a reply? Sign in.