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D&d evil campaign stories

It's depressing to read too many dnd horror stories on here, let's break the mold on somewhat of a taboo. General expectations for anyone wanting to be evil, or is evil, is that they do evil things for the sake of being evil.


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These traditional plot hooks come in all shapes and sizes, and they can range anywhere from saving a kingdom to getting a cat out of a tree.

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What is a good way to keep it going? Some ideas I had were have them be apart of the same race or order. Good suggestion, and one that pops up every now and then in my gaming circles. Properly run, an evil campaign can be a fun change of pace.

Looking for stories on evil campaigns, pcs or npcs done right!

Improperly run, an evil campaign can quickly degenerate into disaster. Here are a few things that you need to consider:. There are likely subjects that you or a player may consider taboo. Nothing will grind your game to an awkward halt when you or one of your players suddenly takes the game to an uncomfortable place. Motivation Evil characters need strong reasons to work together.

While a good motivation is desireable in any campaign, it really is the glue that ties an evil party together. The motivation must be strong enough for each of the evil characters to temporarily set aside their own ambitions. Only the combined might of the evil PCs have a chance of stopping them.

This higher authority sends them on the quest. Like Revenge, this one lends itself well to including a PC that may not be swayed by the main motivation. Strong Story Arc Evil PCs often need a compelling reason to stick together or the group will quickly fall apart.

Strong story arcs focus the motivation and keep the evil PCs feeling that its better to stay together than to split up. A string of unrelated or only loosely related adventures will often not be enough to accomplish this. Perhaps an evil NPC refuses to them or strikes out on her own only to die horribly at the hands of the enemy or picked off in the dark of night.

They are flawed creatures whose flaws tend to flare up at the wrong times.

Expect the occasional betrayal and party in-fighting. As a result, you should also expect a regular rotation of PCs. So while you need a strong story arc, you should also ensure that your arc allows for regular replacement of PCs. Final Thoughts Evil campaigns work well as one-shots or short campaigns. As I said above, an evil campaign can be a fun change of pace; just be prepared to do a bit more work to keep it together.

Good advice. The important thing is that evil characters should be as interesting as any other PC, with a background, goals and a personality. It gets into the big question of what, exactly, is evil. I remember one of the most awesome representations of this was in the Wing Commander video games.

Evil campaign ideas

The Kilrathi, the race you fight against throughout the first 3 games had a prophecy that when they fell as a warrior race, something universe ending would come to pass. In light of this they proceeded to pillage and enslave their way across the universe, in the name of preventing this horrible tragedy from happening.

Horrible consequences, evil? Not sure. Thanks for the advice. In many cases, this reduced being evil to a collection of indulged vices— so I suppose you might consider that more of an anti-hero campaign, instead of truly evil. The star wars game that I was most recently in was set in Old Republic era.

The party consisted of two neutrals, a Sith apprentice me and a Jedi Apprentice. Go in, kill anyone in my way, get the thing, come back. Me: Sure you can. Also, the Jedi and I spent the whole game trying to tempt the other to their side, which was a nice undertone. Even Shadowrun would work. I ran a one-off with a buddy where he played an Orc a goblin Whisperer of the Dark, a ritualist sorcerer and we had a lot of fun.

He even had his own brawny, dumb-as-a-post Destroyer Orc warrior type bodyguard. A great example of an evil campaign BW can be read about here. Good article. Definitely need that bond to keep the players to stay together. When that bond is gone like what happened in my evil campaigneverything goes into chaos and the campaign basically ends.

In our evil campaign, I set up the players up under an evil god By Your Command but also setup a campaign of the other stories to be also more powerful than the other characters double By Your Command. By ensuring there were 1 or 2 power players taking lead of the party, it kept the group together. But, as I said, once the party levels evened out and their god disappeared long storythe bond was gone and the party essentially broke off into 3 evil directions ending the campaign well, we agreed to stop there and possibly continue again in the future with one of the factioned party member groups.

PCs will deal in slaves, torture, murder, etc as part of making a living. Though sometimes PCs actually do good things as well, I admit, they have a pretty anti-social way of going about it. D&d said, of course evil PCs fight each other a lot. My pockets? Full of… acorns. As Walt suggest, motivation is key. Evil PCs can justify co-operation on the basis that the rest of the party is useful to their short or long-term goals. And in a dark, grisly world and what evil party adventures in candyland?

Evil campaign ideas

That would be a bit grotesque no one wants to travel alone. Award each player another level or two. Ask them what their character accomplished solo over the next few months, how they established themselves. Then de some mutual threat that would force them to seek allies, and think back to their old comrades… Such powerful individuals have power or money to find each other.

He pisses me off. For now. In my opinion, the golden rule to making evil campaigns work is: leave it as open ended as possible.

I had the PCs as powerful members of a mafia organization; they were the four best guns for the Boss. The Boss knew about this item, without revealing his knowledge to the PCs, and sent a loyal agent to aid them. I left the left blank, anticipating either the PCs to give in and hand over the stone and continue loyalty to the boss, or betray him.

In the end the PCs killed the Boss in cold blood, along with his aide and the agent. However, when questioned by the other members of the mob, they said that the agent killed the Boss. They in turn took the throne and seek to pursue both the super-weapon and expand their power. Anyhow, I think it helps to keep a comic side to the whole thing. My next plan to motivate the PCs is to have them outdone in fiendishness by another team of evil-doers.

Comical yes, but a strong bait to get the PCs to follow a similar goal, since the players may kill the local baron sooner than accepting their quest. Hey you. Yeah, you. Do you know about Gnomecast 21? What are they hiding? Through our partner Engine Publishing, we've published six system-neutral books for GMs, with over 28, copies sold. Available in print and PDF. Through our partnership in the G. The Evil Campaign Walt Ciechanowski.

When did you trade reason for madness?

How about you? Have you considered or run evil campaigns? What advice or questions do you have? This post is brought to you by our wonderful patron Bruce R. Cordellsupporting us since July ! Thanks for helping us keep the stew fires going!

About The Author. Check out our newest content! Knight of Roses on April 29, at am. John Arcadian on April 29, at am. That last line should read: Horrible consequences, yes.