Good Character in a kind of evil party


Advice


Hello,

I have seen a LOT of thread about evil character in a good party, but I can't find the opposite.

I'm having difficulties roleplaying with my party since I have little common interrests with them.

Here's my party:
me; NG Cleric of Sarenrae
CN Fighter/Monster Hunter, brutal
LE Wizard, he hates everyone but works with us
CN Rogue, sometimes he acts a bit evil, reminds me of Deadpool
CN Rogue, greedy rogue

I know the party is not perfect, but I would really like it too work.
Could anyone give me ideas to bring at the table? Similar situations?


Honestly it could be worse. LE implies that agreements can be met, and my interpretation of CN is that they can't hurt the innocent, but anything else is fair game. If all the players agree firstly, not to go against each other, and secondly not hurt innocents, you shouldn't have problems.


Hoo-boy. How'd a cleric of the Dawnflower end up having common cause with these louts?

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A cleric of Sarenrae, goddess of redemption, is probably the best possible choice you could make for someone to travel with a morally-rudderless group like this, as the cleric would argue that *this* party right here needs their guidance and counsel far more than one composed of paladins and celestial summoners.

By trying to mitigate the worst of their possible excesses, and perhaps (perhaps not, success in such matters is never guaranteed!), steer one or more of them to a stronger moral footing, the cleric may feel that they are accomplishing far more good than they would be in an echo-chamber of good adventurers, who would already be doing the right thing with or without their guidance.

By tailoring their approach based on the other character, they could reinforce 'the better angels of their nature,' or at least channel their less worthy impulses into a more useful direction, such as steering the monster hunter towards particularly despicable monsters, and trying to make sure that the definition of 'monster' is associated with monstrous behavior (such as that of an ogre or ghoul), and not just a non-human form (such as that of a couatl or pegasus). Similarly, the wealth-obsessed rogue could be steered to robbing from the least worthy (yes, the church has some nice stuff, but the evil baron's collection of golden trinkets stolen from the people he's oppressed is *far* nicer...), or encouraged to invest their booty in enterprises that could be profitable, but also worthy, like schools or hospitals, so that money (and other benefits, like information, potential followers or free healing) comes back to them, rather than hoard it or blow it on mind-altering substances and paid-by-the-half-hour companions.

Do consider whether or not this will be fun, not just for you, but for the other players. If they just want to cut loose and act like rogues and pirates and scoundrels, and your character is there being a wet blanket, hectoring them for their characters moral choices, that's just going to leave all of you frustrated. But if they are fine with it, and agree that it could be fun, then go for it.


blahpers wrote:
Hoo-boy. How'd a cleric of the Dawnflower end up having common cause with these louts?

Well, our GM told us the campaign would be about preventing the whispering King to be resurrected. He also recommended us to be neutral or good.

So first game happens and this is our group. We said we united as we fought together and learnt about the Whispering King.

Set wrote:
By tailoring their approach based on the other character, they could reinforce 'the better angels of their nature,' or at least channel their less worthy impulses into a more useful direction

Thank you, I guess it really is the better way to go. I know the monster hunter and the greedy rogue will work with that. The deadpool rogue might be harder to convinced, but doable.

The wizard though, I'm pretty sure he intends to be pure evil when his character will be powerful enough. I'm not sure what to do about him.

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Doppleman wrote:
The wizard though, I'm pretty sure he intends to be pure evil when his character will be powerful enough. I'm not sure what to do about him.

Even if he (or the others) never convert or redeem, your character can still endeavor to steer them towards doing the least harm, or at least focusing their talents towards targets 'deserving' of such attention, such as other evil forces, daemon cults, etc. Almost every AP, as written, is doable by an evil party, as an evil party that are not specifically a member of the evil group in question (be it Asmodeans or Rovagug-worshipping gnolls or Serpentfolk or whatever) are as likely to want to kill them (and take their stuff) as a good party, or prevent some apocalyptic event that will destroy their stuff and interfere with their goals.

If the evil folk end up taking over an area, for instance, and you can impress upon them that it's easier to turn their aggression on other evil groups competing for their land and resources, while just taxing the neutral and good folk under their thumbs, then they aren't doing anything differently, at the end of the day, that a good ruler would be doing.

And if they prove unsteerable, or, worse, are 'griefers' at heart, and like to have their characters do even nastier stuff just because it bugs you, then, optimally, find a more mature group that doesn't get off on making one of their fellow players uncomfortable. (The same applies for some GMs, who go out of their way to punish players who attempt to play a good character, killing off anyone they save, having anyone they give a second chance to betray them, etc. Run from those people. Life's too short to put up with griefers.)

Alternately, if you don't mind that sort of thing, swap out your character for one that's more compatible with their preferred playstyle (or have your cleric of Sarenrae 'fall' and embrace a darker patron, if you think that would be a fun thing to roleplay, one of the neat aspects of being good is that it's not supposed to be the easy choice, and there's certainly some rich storytelling to mine in deliberately choosing to play someone who failed to live up to their ideals and 'fell from grace').


I agree with swapping out your character, preferably with one you aren't overly attached to. I predict many little betrayals culminating in the big one where the wizard sells you all out for his chance at lichdom. As the healer, at least they probably won't gank you right off, but if you notice the wizard stocking up on infernal healing wands, your days are probably numbered.

Honestly, given that this was billed as a "Stop the Whispering Tyrant" gig, the only other player who might actually have any interest in that goal would be the monster hunter.
^-^ Your character's name isn't Patsy by any chance?


Daw wrote:
^-^ Your character's name isn't Patsy by any chance?

Nah, I'm saving him for a later adventure. Also I wanted to try a caster class. As I want to GM one day, knowing how spells work might be essential.

So, I'm going to see what happens by redirecting their sins to a greater good. If I can't manage to do that, I might

Thats a great idea, Set wrote:
have my cleric of Sarenrae 'fall' and embrace a darker patron


I agree with most everyone in the thread. Try to steer their impulses towards more constructive ends. Do this until you can no longer tolerate their insults to your moral code (and leave) or fall to corruption (and join them).

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