Sysryke |
I know that the alignment system leads to some of the wiliest and most heated of debates. Not looking to spark that. Feel free to just say you or your group doesn't play evil and we'll move on. What I'm curious about is how you or your groups handle running or playing an evil character, party, or story.
As a general rule, I don't play evil characters. Both myself and my group, we're perfectly content to be typical heroic good guy types. I have played in some entertaining evil campaigns though. In my experience, if you only have one or two evil characters in an otherwise neutral or goodly group it doesn't really work for good story telling or group cohesiveness.
The only way I've ever seen it work is if we set out to do a themed evil campaign. We also had to have a common enemy to bring us together, otherwise the inherent selfish/destructive nature if evil didn't seem to make sense for a group. The final thing that made it work for us was an intentionally stated level of absurdity. As people none of us wanted to condone any truly evil acts, so we handled it by making the whole thing a farce.
The characters may have been serious in their evil pursuits, but as players, we made a point to laugh and embrace the absurdity. All the necessary bits about consent, and comfort were taken into account. Basically think of a very blue (evil not vulgar) comedy set where the subjects of the joke ( the characters ) weren't in on it.
I'm curious about other people's experiences. Have you played an evil character that was fun? Did you play in a mixed alignment group? If so, how did you all make it work. If you've done an all evil campaign, how do you handle the division of fun with dark characters vs. "Oh my God! We're saying some truly awful things!"
I guess part of this is what good actors who play great villains have to deal with.
Scavion |
How to play with evil characters:
Have a party with good characters who don't deal in absolutes or have a party of evil characters who don't deal in absolutes
Never allow party PVP(Stealing, hiding information that is essential to the campaign, or outright attacks)
You can have only 1 or the other when it comes to characters that MUST act on certain situations I.e a Paladin usually must pursue the good route and an Antipaladin MUST choose the not good route. If you make an evil character who is willing to compromise, that is already more party friendly than many chaotic or lawful ones.
An evil character who can compromise is one who doesn't NEED to pick the evil route every time or possibly ever in a party of mostly good or neutral characters. A player needs to be pretty convincing to play an evil character in a mix or mostly good aligned party. You have to sell people on the morally gray. Do it right and they might start looking to your opinion first.
I've played two evil characters in the recent past. One was a mixed alignment group(1 evil, 1 good, the rest varying neutrals). That character was in love with the good one and for the most part very compliant with her wishes. He typically always voted for whatever was the most expedient route(Morality losing to expedience) possible and prone to quiet violence when the good one was in danger or made a fool of. Kairos was Neutral Evil Fetchling Nomad Psion.
The other character was more of the lawful evil variety. Born and raised in Cheliax, she was a claw her way to the throne in whatever way possible type. That game the party's souls were indebted to a contract devil so we had that uniting us in purpose. We did some pretty awful things in this campaign. Separating yourself from your character is a big part of playing evil games and enjoying them.
I've played two games in the recent past with someone else playing an evil character. In one, I was a Lawful Good Cleric and we were pretty much stuck with each other. We swore an oath to keep the younger party members safe from whatever happens.
The other I played a mostly neutral character and butted heads with the evil one mostly since it was often not practical to take the evil route(In character, he just didn't want to do bad stuff). So convincing him to take a more practical route was pretty effective.
DungeonmasterCal |
The very first character I created was back in 1985, right after I began playing. My DM urged me to roll up an Anti-Paladin to join in a party of mostly evil PCs for what some had termed his "Killer Dungeon". The only players ever to go through this semester-long game before had played good and neutral characters and he wanted to see how a group of evil characters, forced to work together for the goals of their deity, would do.
The one rule the players had was that their characters could not kill another person's evil PC, no matter which of the evil alignments they had. The deity they served, Set, had mandated this and the punishment for disobedience was to have your character killed and your sheet torn up. Characters of evil alignments that did not worship Set were fair game as were players whose characters were of good or neutral alignments. They were told from the outset of the game they would face dangers that didn't all come from the DM's plans and that there was no whining allowed if an Anti-Paladin decided it was in his and Set's interests to kill their characters.
I suppose the argument could be made that they weren't "allowed" to be evil, but even though they were not allowed to kill a fellow Sethian (Setite?) that didn't mean they weren't fair game to be robbed, attacked, or even set up to be killed by someone else (which almost happened to my character). And woe betide any good characters who tried to interfere with the completion of this homebrew module my friend had made. Terrible deeds were done in Set's name.
The result was my character and those of two others were the only ones who ever survived from the beginning to the end of that module. I don't think it was from teamwork because there wasn't very much of that at all really, but tenacity and desire to be Set's Most Favored by the end. My character was the one who managed to achieve that goal. And once the campaign was completed the restraint against killing each other was removed so everyone had to stay on their toes. Always.
When I began DMing/GMing, I allowed evil characters in parties of good and neutral PCs but they were all cautioned that I would not interfere with the way they interacted together. If the player of the evil PC was the kind who thought it was cool to steal from other players or betray them or somesuch, the other players were free to turn on him. They were all aware of the possible consequences of playing in a group where good and evil were present.
I think there has to be a certain level of emotional maturity to effectively play evil characters. I've seen so many players who thought their characters' only reason for being there was to disrupt the game as much as possible and playing an evil alignment was always their excuse to do that. When they learned that they faced consequences from their fellow players or various agents of the law or bounty hunters they either stopped playing evils or learned a lesson from it for playing them in the future.
Not sure if anything I said here was helpful or even made sense. I'm operating on caffeine and pain meds at the moment so I make no guarantees...LOL.
VoodistMonk |
Embrace the Evil!
The Aasimar and the Dhampir have a nice underlying dialogue at my current table... one is a Monk/Inquisitor archer, the other a Slayer Assassin who will peel the skin off your hands to get the "correct" answers from you.
"Teamwork" sometimes requires turning a blind eye...
"You pull guard, Angel, I have some questions to ask..."
Quixote |
I've run games where the good guys weren't that good (jaded knights questioning their corrupt lord's rule) and the bad guys weren't that bad (grizzled highywaymen and n'er-do-wells), along with some I'm-in-it-for-the-money neutral characters. That worked just fine.
I've also run a few games where the whole party was a horrifically vile lot. Specific, Jack-o'-the-Lantern and his Carnival of Souls. It was interesting and sort of liberating to be the guys on the other side, I think. And when the Sacred Order of the Violet Grail visited upon them a roaring vengeance and sent the unquiet dead and the daemons screaming back to the black abyss from whence they had come...it was cathartic. One of the players was like "my character died...but he needed killing."
Comfort levels and all that are absolutely vital to these sorts of things, but I don't think playing a puppy-eating, baby-kicking monster means you condone those activities any more than when the GM portrays NPC's like that. As long as no one at the table is being forced into uncomfortable situations and you recognize that talking about such a game with others will have mixed results at best (but then, that's anything with dark/mature/explicit content. "Game of Thrones", anyone?), I think you're in the clear.
Algarik |
While it’s true that a good way to help running a successful campaign is to have a certain theme to it, to help set a common goal, I’d argue that it’s kinda necessary for all campaign to be successful. Adventurers needs to have reasons to work together, no matter their alignment.
I think the reasons we think that evil characters need some special treatment or restrictions stems from the fact that when we think evil we think about psychopathic killers, kleptomaniac thief that can’t stop themselves from stealing from their allies, or some of the classic examples of the paragon of evil (antipaladins and really motivated evil cleric). While it’s true that it would be harder to deal with such characters, I don’t think it stands for all evil archetypes.
Some example of these archetypes could be: a pessimistic nihilist without any moral, a slimy conartist, a cold blooded killer, a very selfish individual (to the detriments of other), a mercenary without quandaries.
I think the real defining traits of Evil characters, is that they understand, to some extend, what morals is, but they don’t either don’t care, or places values in another form of moral (such as honor or family for LE characters), but don’t care much for the average people. It also means they are willing to use some vile tactics to get to their goal. That does not mean they can’t have any associates, friends or even loved ones.
While it is true that Evil characters can be harder to manage and run a greater risk of clashing with the party goal or leading to pvp. That being said, the same can be said about some Lawful archetypes or any chaotic archetypes. Even good character can clash with the party if they deem certain actions goes against their morals. Any character concept can be disruptive to the party no matter the alignment if they clash with the party goals. Ever had a non-violence zealot in one of your group that tries to enforce peaceful resolutions to every conflict? That’s a good example of a character with a good alignment that can be disruptive.
As with any characters, I think there’s some requirements for them to be successful:
-Characters need to have reasons for them to be interested in the plot.
-Characters need to have reasons to stick with the party, be it friendship or shared interest.
-Characters need to be willing to work with the party and consider taking action against them as a last resort. (To strongly discourage pvp, if it's even allowed.)
These are all things that a good session 0 can take care of, no matter the character alignment.
While I generally prefer to play good or neutral character, I have played some Lawful evil characters with great success. I was playing an LE Dhamphyr that got send by her vampire father on adventuring so she could acquire wealth and fortune to the family. She was kind of a b~#%%, very haughty and had no moral quandaries with using others lives to advance her goal, but she had honor and valued her comrade for their skills and talents. She would have never thoughts about betraying them, and when forced to choose morals over efficiency she would complain and call the decision stupid, but still go with her party, cause what else could she do? Force them? Though luck.
Well that’s my thoughts about evil characters hopes this can helps! :)
Claxon |
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Lawful evil characters can work great in a party of mixed alignment.
They can plan long term, either growing themselves and gaining power while doing nothing overtly evil in the sort term. They might even be able to get away with setting up some things that will lead to long term evil while adventuring with the party, but nothing that would be obvious an overt.
Perhaps while traveling on a day off they start setting up a system of contacts for their future activities.
Honestly, lawful evil can get away with not appearing evil because it can further their goals down the line.
I'm reminded of a magic object (I forget what it's called) that has a Infernal Duke trapped inside. It helps the object's bearer accomplish great deeds and found a city/nation. When the bearer reaches the peak of power and their deeds are being celebrated, it's true purpose activates and it teleports the whole city to Hell and releases the Infernal Duke.
Artofregicide |
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Evil doesn't mean either stupid or psychopathic monster. Puppy kicking and orphanage burning contests are in the same realm of juvenile as PvP and undermining your own party.
Create an interesting character who fits the theme and setting of the adventure. A group of four Asmodeans aren't going to be constantly undermining each other, nor would four cultists of Baphomet.
Evil is often compared to frothing, childish grossout lunacy - but you can make just as sophisticated and sympathetic of an evil character as good, chaotic or lawful.
PossibleCabbage |
The biggest problem is when you're RPing fully realized and nuanced evil characters in a full party of the same it is *really* difficult to keep the party on track.
Since "I do this for the greater glory of EVIL" is never going to work long term, but evil frameworks like "I'm purely in it for myself" or "I don't care how many faces I need to step on to do the thing that needs doing" tend to work best in mixed parties. Where the LE character suggesting "let's burn the building down, then our targets will either die or come out" is at least going to get pushback.
Our Hell's Vengeance game imploded spectacularly when the party collectively realized that the shared motivation of the group was essentially "we hate the people we're working for more than the people we're working against" and the party decided that the best thing to do was to play along and betray Thrune in a manner that does as much damage as possible while being able to get away with it. We haven't had any adventures in Cheliax since.
marcryser |
2 people marked this as a favorite. |
I played (2nd edition) a character for 10 levels before the party realized that I was evil. The character never called himself an Illrigger (LE Paladin variant) but simply referred to himself by his name and titles. "I am Caerdwyellan, Blessed Warrior of the Gray Lady, and I'm here to help."
People would ask which deity was the 'Gray Lady' and I would tell them that it was blasphemy to say her name out loud.
I was always helpful and always willing to engage the forces of evil wherever they were found. I would occasionally resort to brutal tactics against evil doers and party members (other players) would get funny looks on their faces. If asked about it, I would respond that "the Gray Lady offers no quarter to those that disrupt the natural order and her plans for Mankind. I can do no less, though I must atone for my sins."
It wasn't until much later that it was revealed that the Gray Lady was Glassya, Princess of Hell, that the party had been fighting against Abyssal forces the entire time and that my participation was simply part of the ongoing war between Hell and the Abyss, and that I had been Lawful Evil the entire time.
They never bothered to find out what I did during downtime in towns where we had become heroes, which was to teach young people the rudiments of my religion and to assist them in summoning Imps to act as advisers and teachers. I left small but thriving groups of impressionable teens all over the Forgotten Realms believing that they owed their lives and their existence to the denizens of the 9 Hells.
I blended into the group just fine because I shared a willingness to participate in the adventure as laid out. My motivations were TOTALLY different but other players can't read minds.
SheepishEidolon |
Our Hell's Vengeance game imploded spectacularly when the party collectively realized that the shared motivation of the group was essentially "we hate the people we're working for more than the people we're working against" and the party decided that the best thing to do was to play along and betray Thrune in a manner that does as much damage as possible while being able to get away with it.
Having to work for Thrune might be the key issue for many people with the AP, as far as I remember reading about it.
In Paizo's defense, the player guide has a clarification about it right in the second paragraph:
This Adventure Path is specifically designed for evil player characters, and works best with characters eager, or at least willing, to work for House Thrune and the lawful government of Cheliax
But maybe it was a flawed premise to begin with. Players going for evil characters appearantly expect a higher degree of freedom, not a lesser.
PossibleCabbage |
Hell's Vengeance fails because it should be the AP in which you can play the LN Chelish patriot who wants what's best for their country, has some nationalistic blinders, but nonetheless has lines they won't cross. But the pitch is "the evil AP" so it ends up that your CE maniac is better suited to it.
Claxon |
I mean, the adventure path is about a pretty specific brand of evil.
I played through it as a Tyrant Antipaladin who worshiped Asmodeus. Honestly, it was probably the campaign my group enjoyed the most because we could be unabashedly awful and as long as it didn't hurt House Thrune, Asmodeus, or Cheliax (too noticeably) we got pats on the back for being so despicable.
Hell's Vengeance fails because it should be the AP in which you can play the LN Chelish patriot who wants what's best for their country, has some nationalistic blinders, but nonetheless has lines they won't cross. But the pitch is "the evil AP" so it ends up that your CE maniac is better suited to it.
I disagree, it's best suited for Lawful Evil parties, particularly ones who have lines not to cross are Asmodeus, House Thrune, and Cheliax.
A lawful neutral patriot in Cheliax will quickly come to realize that Cheliax is evil for serious reasons, and be forced to confront it. They will either join the evil side, ignore it (not personally participating in the extra evil, but not avoiding state mandated evil, probably becoming evil long term) or fight against it.
In my mind, there's not really middle ground to stay neutral.
And the AP presumes you're going the evil route.
Mark Hoover 330 |
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To paraphrase a beloved TV mom: "I don't much care for evil PCs." That being said I saw one guy do it well a few years back. Played an evil necromancer in a party of all good guys.
First off, he talked with me about it first, making sure it wouldn't disrupt the game too much. Secondly, every action he took was calculated for maximum benefit to himself unless it caused a problem for the team. Ironically, he was the most team-oriented PC in the group that campaign.
The player explained the PC's mentality like this: don't poop where you eat. In other words the safe community of the party provides his PC with money, research materials (corpses), and safety, along with a myriad of other fringe benefits. Keeping them happy and doing his part to help them survive and achieve their goals serves him while overtly hurting or manipulating them compromises his needs.
Lastly, being evil, he had no problem working with evil.
The last big battle of the campaign (only made it to level 7) the PCs were arriving at a ruined monastery which was the lair of a Huge sized half-dragon wolf. The party had only done minimal research so after first glimpse of the monster the necromancer realized the party was likely outmatched.
On the outskirts of the ruins atop the ruins, the PCs had managed to avoid a fairly intelligent chimera. The necromancer told the party to barricade themselves into a side chamber while he sent his two big skeletons to distract the wolf-dragon for a round. He then darted back to the chimera and proceeded to deliver an excellent narrative and a decent Diplomacy check, flattering the monster and coercing it to help the party in return for the spoils.
Coming back to the party, the necromancer made up a pretense for his absence saying he was trying to command his skeletons but they'd failed. In swoops the chimera to join the fight. The creature actually rolled terribly and was severely injured quick, but not before it bought the party the time to get on top of the ruins where they were able to fully engage the airborne wolf-dragon.
The barbarian jumps on the beast, grappling it somehow, and driving it down into a half-roofed chapel. The rest of the PCs, aided by some hastily animated zombies, collapse the roof on the beast, finishing it. The chimera circles back but before it can begin making any demands the necromancer proclaims the party has to defend itself.
They finished off the chimera with none of the characters technically aware of the ruse. After the campaign officially ended, I had the necromancer go back and animate the chimera as his mount.
Boomerang Nebula |
Way of the Wicked, best evil campaign. The author discusses the problems with evil characters in the first book.
Seconded.
That adventure path does a great job of getting evil characters to cooperate without losing their sense of evilness. My only gripe was around book 3 or 4 (I can’t remember which) where the PCs are expected to agree to what looks, on the surface, like a suicide mission when they are realistically powerful enough to refuse. My character was a religious zealot so didn’t hesitate to take on the task but the other players had to act out of character (in my opinion) in order to go along with it.
Without giving spoilers book 2 of that series was my favourite and a real stand out, but really all the books were top quality.
PossibleCabbage |
I guess my biggest problem with evil characters/campaigns is that, excepting "certain mechanics are only available to characters of certain alignments" I just don't see anything fun about inhabiting an evil person. Like I get my share of "playing villains" in when I GM, and I can make these folks as awful as they need to be because they're essentially guaranteed to lose in the end.
But as a PC, and even though I've played some evil characters that other people were impressed with my portrayal of, I just don't see anything entertaining about "pretending to be an awful person" when I don't see their comeuppance inevitable.
Sysryke |
People will of course have different opinions on this, but I think sometimes it can be cathartic to play an evil character. Psychological needs and health will of course differ from person to person, but we're all human (I think :p). Having a chance to release some of the randomly terrible thoughts we all can get from time to time in a safe, fun, and harmless environment can be both liberating/cleansing and help point out the weaknesses or flaws of the darker aspects of our nature. Obviously not for everyone, but an alternative to scream therapy, hitting a pillow, or a charity car smash.
I do agree though. 99% of the time, I would rather be a good guy.
Boomerang Nebula |
Same, I prefer playing either the good guy or the anti hero. It was interesting to play a thoroughly evil character once, but I doubt I will want to do it again.
If our GM runs an evil campaign in the future I will probably play an anti hero who goes off the rails from time to time rather than a classic villain with no redeeming features.