
GabrielBreen |
2 people marked this as a favorite. |
Hi,
first off, I´m from Germany so my grammar might not be the best.
I´m a DM for almost 16 Years now and I´m DMing pathfinder for at least 5 years. Normaly I prefer good campaigns with player characters that resemble the heroes of the setting or at least helpfull adventurers, but this time I wanted to change things a little up.
My group consists of four players, two of which are real powergamers and two that prefer style over substance. All our campaigns are 25 point builds and the stories are always homemade. Just a couple of weeks ago our last campaign started to close in to the end and I offered a new Idea to my group:
How about playing the Bad guys for a change? And I mean the realy BAD guys. Endboss, take over the world like bad guys. I overed them that each one could play an evil Charakter starting level 14 with templates up to +2 CR.
I got two very happy, nodding people on one side of the table and two slightly less eager reactions on the other side. Then i told them the catch: The "campaign" would only last for about 5 adventures and the characters they build would be the endbosses for the following good campaign.
I swear if it would have been humanly possible my two powergamers would have smiled even wider.
Yesterday we started and here is what i got:
1 Dhampir Nightmare Lord Alchemist (Grenadier) lvl 14
1 Human Contract Bound (Erynie) Sorcerer lvl 14
1 Gnome Vampire Bones-Oracle (with vile Leadership) lvl 14
1 Human Mummy Lord Antipaladin lvl 14
The first two are my style players and the second two will probably bring the endtimes two golarion.
I just wanted to share this and look for some opinions. I still don´t know how I came to think this might be a good idea but I guess I will get some laughs out of it.

SillyString |

I think this is glorious.
We did a similar thing once, playing through a normal campaign with heroes, some of which died early-ish and had new characters replace them, but ultimately all but two of the player characters died (two in the last session).
---
New campaign rolls around, and its a "dark souls" inspired home campaign in which we rolled up entirely new characters that were trapped in limbo and being offered the chance to return to our old lives if we completed an epic quest to bring down the ruler of the plane.
Sounds simple enough? well given that it was "dark souls" inspired we soon realised that we werent the only souls trapped here, some of which had gone mad. Including, it seemed, the souls of our characters from the previous game, which we needed to lay to rest (slay) on our way to overthrowing the plane's ruler. Long-story short: It was pretty satisfying disemboweling the old group's bard as he cackled madly in rhyme.

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Wow, i thought germans didnt do Homemade campaigns ... ahahaha jk where i played pfs in Germany they have never done one.
This is a really nice idea, though I would have kept the secret about this bad characters being the endbosses for the next campaign, but i understand. Made some similiar idea in a homebrew and it worked perfectly.
Where in Germany do you play this glorious campaign?.
Regards!.-

GabrielBreen |
Where in Germany do you play this glorious campaign?.
Regards!.-
We are playing in the area around Kaiserslautern, in the southwest of Germany.
But it´s true, a lot of people i know, that play pathfinder only play pregenerated campaigns. ;)
I thought about keeping it a secret, but in my innocence I thought they would consider what kind of monsters they create if they have to fight them later on. Wow was I wrong.

SmiloDan RPG Superstar 2012 Top 32 |

Think of the XPs!!!!!
I think a short evil campaign could be fun.
Since you know it's only for 5 sessions or so, maybe let them level up each session? Then they would 19th level, CR 20 by the end, which is perfect for the Big Bad Evil Guys at the end of the next campaign.
AND you get to GM good monsters for a change! You can make unicorns and solars and paladins, oh my!

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1 person marked this as a favorite. |

So, not sure what advice specifically you're looking for, but I'd recommend having a discussion about how evil you want to be. You don't want one person playing Snidely Whiplash while another person is eating babies. You might have had a similar conversation about the kinds of things you're willing to have villains do in your usual games, but it can get somewhat more intense/uncomfortable when the baby eater is on your team.

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MuertoXSky wrote:
Where in Germany do you play this glorious campaign?.
Regards!.-
We are playing in the area around Kaiserslautern, in the southwest of Germany.
But it´s true, a lot of people i know, that play pathfinder only play pregenerated campaigns. ;)
I thought about keeping it a secret, but in my innocence I thought they would consider what kind of monsters they create if they have to fight them later on. Wow was I wrong.
Oh nice, do you play in English ?, Would you consider having one more player for your good campaign?. Im dieing to play a homebrew campaign.
Also I live in Mannheim, it is a bit too far, but who knows hahaha.
PM me pls!
Regards!!.-

Melkiador |
2 people marked this as a favorite. |

But it´s true, a lot of people i know, that play pathfinder only play pregenerated campaigns. ;)
I'd say that's an international issue. There just aren't enough hours in the day to make your own world once you get out of school and have a job and family. But when I was young, I loved crafting worlds. I guess I still would love to do it, there's just things in my life I love even more.

Smallfoot |
Limiting the Evil campaign seems like a good idea. I wonder how your players will manage the player-versus-player aspect.
Making the evil characters into end bosses is a brilliant strategy. It really challenges the players in terms of building their teams. One suggestion, however: Tell the players that you will make some limited changes to the end bosses for the Good campaign.
This would introduce some uncertainty in the Good characters' plans, as they would not know precisely the bosses' strengths, weaknesses, motivations and objectives.
The changes wouldn't be too great, just enough to make the players aware that they don't know everything about the bosses. They may have one or two magic items traded out or added, or perhaps there has been some plot-driving change. For example, if the bosses have a bargain with a Demon Lord, the details of the bargain may be altered. Good luck!

TimD |
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So, let's set aside the "evil" bit for a moment, you already have some work cut out for you...
You have 25-pt characters.
*so stats are going to be relatively crazy
You are apparently allowing leadership.
*so action economy is something that may turn crazy, especially if you allow one of your "power gamers" to custom-build their character's minions to complement their character
You are allowing templates of up to +2 CR
*so "relatively crazy" stats may go to bug-nuts crazy and now you have to also figure out how the monstrous abilities work in conjunction with the character levels, spells, and other "standard" PC abilities.
You are starting at 14th level
*so there is very little "cement" for the backstory of your characters before starting and all will probably be super-optimized with perfect equipment for their starting level
I HIGHLY recommend that you do at least one "Slot Zero" session with everyone sitting down and working out their character backgrounds and how they interact in advance.
... going back to team evil, now.
Having evil characters adds another dimension to the normal "social contract of gamers" especially as many feel it adds additional threat / risk of PvP.
Pathfinder is not optimized for PvP (though you can do so). Make sure that before you start, your players know where they stand on PvP and what all of you are comfortable with. DO this again with the shades of evil everyone will be engaged in and you may want to drop hints about where you think that they will end up or what sorts of combined goals (barring world conquest) that they are interested in.
I'm not sure what your experience is with any of the combinations of the above factors, but that is a LOT of moving parts.
Take a LOT of notes, both before and during game play. Notes not only about what happened, but about what spurred the actions and reactions - this is something you can use later when writing your 2nd arc campaign when the current PCs are your Big Bads. It will also let you make sure the tone of your game is something you and your players are in agreement with.
Involve the players in the world design a bit more than you normally might. They are starting at 14th level, which is higher level than many PCs ever even see after years of gaming. The characters should know who a lot of the movers and shakers are and have a somewhat clear idea of how their world works by now.
Make sure the evil characters have clear cut goals and that you have a way to communicate their perceived progress to them, otherwise this is going to go VERY off the rails and you are trying to start and wrap in very few sessions.
Give them someone or something to hate.
Generalities time: Good PCs are often motivated by altruism, good-roleplay opportunities, and chance to advance their characters and goals. Neutral characters are similar, though often more greedy and think a bit longer term. Evil characters want to live forever and see their enemies utterly destroyed in a manner that will be a lesson for all those who may even think about opposing them in the future. Write something to support that.

GabrielBreen |
I have experience with 25 Point builds and powergaming in general. The probably craziest thing I let them do was a Sigil campaign where we played with Pathfinder as Base rules and included all the 3.5 books we had to our disposal (which where actually allmost all of them).
I wrote this to see if someone else had experience with evil campaigns. One of my biggest concerns is actually the following campaign.
They are going to start at 9th level and will get up to 2 mythic Tiers (as a counterweight to the CR adjusment of the evil group).
The bad guys will advance till level 16 and I gave them a common goal. I am using the Golarion backround and Cheliax helped them to escape an angelic prison in the first adventure, so that they could help with an rising revolution in Isger which is backed by powerfull Individuals.
One of my biggest concerns with the bad guys is our Antipaladin. He´s also our youngest player (somewhere in his early twenties while the rest of us is over 30) and while the group knows each other quite well (we are playing pathfinder for 5 years at least now) he seems a little eager to wreak havoc. Also he is unbeliveable tough (we are talking 300+ Hp, Ac 40 and saving throws above +16). All the other characters are either lawful or neutral evil which is way easier to handle than chaotic evil in my opinion.
I already told them that I will add little changes to those bad guys as soon as they go to NPC status but I think it wouldnt be fair if I made them considerable less effectiv as they build them.

Oxylepy |
Differences in level of evil are pretty important. Most of my campaigns are evil or chaotic or both. At the moment we have one evil character who wants to bleed the world, one who just wants to be a pimp, and one who only cares about her research into spirits but has issues with killing others (although any issues disappear if research is involved). So, yeah, the level of evil can range by a wide margin.

GM Rednal |
Personally, I think the best way to run an evil campaign is to emphasize the reason for the character's evil. Are they simply selfish? Do they enjoy hurting others? Are they promoting their faith? Did they feel rejected by everyone else?
Once you know why they're evil, you can focus on adding motivations that give them a reason to help and support their group as a whole. Many evil characters have no problem working with others as long as it helps to advance their personal goals. The best evil tends to be practical, rather than burning every orphanage and kicking every puppy just because they're there.
...
Or, y'know, have everyone at the table in agreement that they just want to burn everything in sight. XD I won't tell your group how to have fun, but I do think it's important for your all of your group to agree on a kind of fun to have.

TimD |

One of my biggest concerns with the bad guys is our Antipaladin. He´s also our youngest player (somewhere in his early twenties while the rest of us is over 30) and while the group knows each other quite well (we are playing pathfinder for 5 years at least now) he seems a little eager to wreak havoc. Also he is unbeliveable tough (we are talking 300+ Hp, Ac 40 and saving throws above +16). All the other characters are either lawful or neutral evil which is way easier to handle than chaotic evil in my opinion.
Not surprising... throwing together the template and points you gave, I'm betting either a base 24 STR & 28 CHA or vice versa, with Toughness as a Bonus Feat, and a +7 Natural Armor bonus that will just go up as he levels, and DR 10/- with immunity to cold and electricity (so he can hang out in cold & electricity AoE's) and that's a pretty tough nut to crack. With the right magic items, he's pretty much only going to be worried about touch attacks or accidentally charging into a pit he can't easily escape.
So what sort of advise are you looking for from those of us who have Black Hat play experience?

GabrielBreen |
So, GabrielBreen, interested in one more player?.
hahahaa,
Regards!.-
I must sound like a total noob but i actually didnt find a PM option.
But i will talk to my players this sunday, the only problem i see at the moment is the english. I speak quite well and so do two of my players but we have to look with the others.But I will let you know as soon as i speak to them. ;)

Alakallanar |
1 person marked this as a favorite. |
One of my biggest concerns with the bad guys is our Antipaladin. He´s also our youngest player (somewhere in his early twenties while the rest of us is over 30) and while the group knows each other quite well (we are playing pathfinder for 5 years at least now) he seems a little eager to wreak havoc. Also he is unbeliveable tough (we are talking 300+ Hp, Ac 40 and saving throws above +16). All the other characters are either lawful or neutral evil which is way easier to handle than chaotic evil in my opinion.
While AC40 and Saves +16 are reachable, 300+ HP is a lot, even with Thoughness and a high CHA.
Pro forma: You are aware that, due to a recent FAQ (that I personally dislike) his +CHA on saves from being undead and from being an Antipaladin don't stack?

TimD |

While AC40 and Saves +16 are reachable, 300+ HP is a lot, even with Thoughness and a high CHA.
With PFS-style "max at 1st, average thereafter", toughness, a 28 base charisma, a +4 cha headband, and his FCB in hitpoints, he'd hit 256. If he gets more than average or has a higher cha than 32 with gear, I can easily see them hitting 300+.

GabrielBreen |
GabrielBreen wrote:Pro forma: You are aware that, due to a recent FAQ (that I personally dislike) his +CHA on saves from being undead and from being an Antipaladin don't stack?
I did not know that. Thank you.
What do you think of an lawful good group of Divine Headhunters to give those bad guys a challenge.
I thought a high level paladin, an inquisitor, cleric and warpriest might be a nice mix up.If someone is interested I will update the progression of the campaign here.

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[quote =Alakallanar]
Pro forma: You are aware that, due to a recent FAQ (that I personally dislike) his +CHA on saves from being undead and from being an Antipaladin don't stack?
Could you link this FAQ, please?
Undead don't get their Cha on saves; they use cha instead of con on Fort saves. Antipaladins get a bonus on their saves equal to their charisma modifier.
Why stop at holy mortals? You have the relatively uncommon opportunity to attack the evil PCs with all of the angels, archons, azatas, and so forth that go into the bestiary, but PCs never fight because of their alignment.
If you're concerned about the antipaladin, maybe try to get him to play the Tyrant Antipaladin archetype? It's mechanically very similar, but lawful evil instead of chaotic evil. They get lawful spells and effects instead of chaotic ones, but are otherwise almost the exact same. And most people work better with lawful characters than chaotic ones.
The archetype is in Ultimate Intrigue and online here
There's an FAQ about the tyrant here

Trimalchio |

Part of the fun of an evil campaign is doing all the stuff you normally can't or would be impossible.
Be prepared to let them wreak havoc. At that level be willing to throw cities and entire Golorian nations under the bus.
I recommend thinking through how much wealth they can potentially pilfer and loot, entire cities filled with loot are likely to come under their influence, be ready for consequences.
Also be clear on what countervailing forces exist, essentially don't let them assume their big bad will survive, hopefully this will curb some plans, ie they don't all teleport to Absalom and proceed to torch the place.
evil eats evil, all those deals with devils and demons and daemons should feel like their balanced ln a knife edge that could turn at any moment.
Have fun building some 'PCs' to try and fail in bringing down their BBEGs

AwesomelyEpic |

This is really interesting, and it'll probably be pretty fun. I would love to know how this turns out. At that level of power, these characters will have a lot of influence on the world around them. One thing about being bad guys is that they can turn anyone into an enemy, so they themselves might take out a big bad guy and become the heroes of some little area. Of course, they'll probably immediately exploit that.

MageHunter |

This is really interesting, and it'll probably be pretty fun. I would love to know how this turns out. At that level of power, these characters will have a lot of influence on the world around them. One thing about being bad guys is that they can turn anyone into an enemy, so they themselves might take out a big bad guy and become the heroes of some little area. Of course, they'll probably immediately exploit that.
Using the fame and infamy rules from Ultimate Campaign could be fun. They could kill the baddie and become even more feared. Like if Voldemort murders a henchmen. Plenty of other fun stuff as well.

Derek Dalton |
The first thing is start at a lower level. High level adventures and campaigns are difficult without adding to PCs being evil. My evil campaign didn't start that way. The party didn't slide to full blown evil until about fifth. Starting low level allows you as a DM to figure out what the PCs are going to be doing in your campaign and plan for it. At high levels like where you are starting is asking for a migraine headache every game night.
The next bit of advice is make them all be a part of an organization. They can all leave it at higher levels but at low to mid levels it works best since they can be assigned tasks, adventures which they will most likely obey for whatever reason. Being evil requires a different mind set for why PCs adventure. Answering to a nastier evil boss makes this easier. My group were mostly loyal Devil worshippers save the mercenary Assassin who needed motivation to adventure. Wanted to strangle him so many times since I had no really good reason.
Be prepared for lots of collateral damage! I mean that town they passed through suddenly is gone all the villagers now undead minions after being tortured and killed. A large city will prove a challenge but smaller cities and towns and villages are going to suffer for the PCs being evil and you as a DM should be prepared for that.
I saw everyone of the PCs are seriously powerful before even being a class, I wouldn't recommend that either. Monsters and challenges you throw at them will have to be at least three if not more higher CR with max HP and powers to prove a challenge.