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	<title>Comments on: The Evil Campaign</title>
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		<title>By: Geppetto</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-8043</link>
		<dc:creator>Geppetto</dc:creator>
		<pubDate>Thu, 12 Nov 2009 04:24:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-8043</guid>
		<description>I&#039;m currently running an evil campaign on 3.5e and I&#039;ve found some tricks to making it work.  In my opinion, the golden rule to making evil campaigns work is: leave it as open ended as possible.  At any time a PC might decide he/she&#039;s feeling exceptionally devilish (or impatient)and bring a grizzly end to your beloved NPC.

I had the PCs as powerful members of a mafia organization; they were the four best guns for the Boss.  When sent to shut down an enemy mob, they find the key to a secret weapon of ultimate power (clichéd maybe, but for this campaign it&#039;s not about a deep pre-fabricated plot).  The Boss knew about this item, without revealing his knowledge to the PCs, and sent a loyal agent to aid them.  When the PCs considered hiding the &quot;stone shard&quot; (key) and forging a fake one, the agent ratted them out to the Boss.  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.  They’re not deeply evil, they’re more like caricatures of evil, and that’s okay.  Its fun, and that’s what matters.  Though they’re after the weapon, they have their own motives: the psion seeks world domination, the barbarian wants to make things dead, the cleric wants to expand his deity’s influence, and the spellthief wants to grow in power, by taking it from others.

Also, the way to an evil man’s heart is through his pride.  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.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8043&#039;,&#039;Geppetto&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m currently running an evil campaign on 3.5e and I&#8217;ve found some tricks to making it work.  In my opinion, the golden rule to making evil campaigns work is: leave it as open ended as possible.  At any time a PC might decide he/she&#8217;s feeling exceptionally devilish (or impatient)and bring a grizzly end to your beloved NPC.</p>
<p>I had the PCs as powerful members of a mafia organization; they were the four best guns for the Boss.  When sent to shut down an enemy mob, they find the key to a secret weapon of ultimate power (clichéd maybe, but for this campaign it&#8217;s not about a deep pre-fabricated plot).  The Boss knew about this item, without revealing his knowledge to the PCs, and sent a loyal agent to aid them.  When the PCs considered hiding the &#8220;stone shard&#8221; (key) and forging a fake one, the agent ratted them out to the Boss.  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.</p>
<p>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.</p>
<p>Anyhow, I think it helps to keep a comic side to the whole thing.  They’re not deeply evil, they’re more like caricatures of evil, and that’s okay.  Its fun, and that’s what matters.  Though they’re after the weapon, they have their own motives: the psion seeks world domination, the barbarian wants to make things dead, the cleric wants to expand his deity’s influence, and the spellthief wants to grow in power, by taking it from others.</p>
<p>Also, the way to an evil man’s heart is through his pride.  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.
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		<title>By: GiacomoArt</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5539</link>
		<dc:creator>GiacomoArt</dc:creator>
		<pubDate>Thu, 07 May 2009 17:53:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5539</guid>
		<description>The best tip I can give for running an &quot;evil&quot; campaign is to run an &quot;anti-hero&quot; campaign instead.

&quot;Evil&quot; is always something the other guy does. It&#039;s what happens when you give up trying to understand how someone could have brought himself to do an awful thing. You just shrug your shoulders and say, &quot;Well, he&#039;s evil.&quot; Once you&#039;ve done that for a character, the character ceases to drive the story and simply hams his way through the motions of fulfilling his role of evil-ness.

Even D&amp;D has finally acknowledged (in the 4E PHB) that &quot;alignment&quot; is more of a team jersey than it is an actual aid to role-play.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5539&#039;,&#039;GiacomoArt&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The best tip I can give for running an &#8220;evil&#8221; campaign is to run an &#8220;anti-hero&#8221; campaign instead.</p>
<p>&#8220;Evil&#8221; is always something the other guy does. It&#8217;s what happens when you give up trying to understand how someone could have brought himself to do an awful thing. You just shrug your shoulders and say, &#8220;Well, he&#8217;s evil.&#8221; Once you&#8217;ve done that for a character, the character ceases to drive the story and simply hams his way through the motions of fulfilling his role of evil-ness.</p>
<p>Even D&amp;D has finally acknowledged (in the 4E PHB) that &#8220;alignment&#8221; is more of a team jersey than it is an actual aid to role-play.
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5492</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Tue, 05 May 2009 01:39:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5492</guid>
		<description>I&#039;ve run a couple evil campaigns, and Self-Preservation has always worked for me. &quot;At this point, there is no reason for me not to kill him. He pisses me off.&quot; &quot;Yeah, but he also heals you.&quot; &quot;Uh.. good point. I guess I&#039;ll let trying to sacrifice me to his dark god pass. For now.&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5492&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve run a couple evil campaigns, and Self-Preservation has always worked for me. &#8220;At this point, there is no reason for me not to kill him. He pisses me off.&#8221; &#8220;Yeah, but he also heals you.&#8221; &#8220;Uh.. good point. I guess I&#8217;ll let trying to sacrifice me to his dark god pass. For now.&#8221;
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		<title>By: remoray</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5475</link>
		<dc:creator>remoray</dc:creator>
		<pubDate>Mon, 04 May 2009 10:23:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5475</guid>
		<description>Re: motivation
What about plain old world domination?

It is the standard motivation for any number of board games.

remoray&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5475&#039;,&#039;remoray&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Re: motivation<br />
What about plain old world domination?</p>
<p>It is the standard motivation for any number of board games.</p>
<p>remoray
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		<title>By: Bercilac</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5463</link>
		<dc:creator>Bercilac</dc:creator>
		<pubDate>Sat, 02 May 2009 16:32:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5463</guid>
		<description>Lesnick,

If you wished to resuscitate that campaign, here is my suggestion.

Award each player another level or two.  Ask them what their character accomplished solo over the next few months, how they established themselves.  Then design 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.  If any player says &quot;My character becomes a mercenary/thief,&quot; then have another PC hire them.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5463&#039;,&#039;Bercilac&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Lesnick,</p>
<p>If you wished to resuscitate that campaign, here is my suggestion.</p>
<p>Award each player another level or two.  Ask them what their character accomplished solo over the next few months, how they established themselves.  Then design some mutual threat that would force them to seek allies, and think back to their old comrades&#8230;  Such powerful individuals have power or money to find each other.  If any player says &#8220;My character becomes a mercenary/thief,&#8221; then have another PC hire them.
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		<title>By: Bercilac</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5462</link>
		<dc:creator>Bercilac</dc:creator>
		<pubDate>Sat, 02 May 2009 16:28:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5462</guid>
		<description>I actually don&#039;t see a lot of good characters in the campaigns I play/DM.  Generally, I&#039;ve found the best way to run an evil campaign is to set it in an evil society.  PCs will deal in slaves, torture, murder, etc as part of making a living.  In a way, this seems more honest than the contorted logic of &quot;good&quot; characters breaking into a dungeon, killing everyone they find, and stealing all of their stuff.  (Though sometimes PCs actually do good things as well, I admit, they have a pretty anti-social way of going about it).

That said, of course evil PCs fight each other a lot.  Much of this is small: don&#039;t expect an evil party to equally divide up treasure.  Everyone will want the biggest share possible, and if they get a chance to lie (&quot;The chest was empty.  My pockets?  Full of... acorns.&quot;) or even bully each other.  They don&#039;t have a great sense of comradeship, so if the situation gets dire they&#039;re much more likely to abandon party members who are trapped or in danger (this happened to me... the DM ended up railroading the entire party into a torture chamber).  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? That would be a bit grotesque) no one wants to travel alone.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5462&#039;,&#039;Bercilac&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I actually don&#8217;t see a lot of good characters in the campaigns I play/DM.  Generally, I&#8217;ve found the best way to run an evil campaign is to set it in an evil society.  PCs will deal in slaves, torture, murder, etc as part of making a living.  In a way, this seems more honest than the contorted logic of &#8220;good&#8221; characters breaking into a dungeon, killing everyone they find, and stealing all of their stuff.  (Though sometimes PCs actually do good things as well, I admit, they have a pretty anti-social way of going about it).</p>
<p>That said, of course evil PCs fight each other a lot.  Much of this is small: don&#8217;t expect an evil party to equally divide up treasure.  Everyone will want the biggest share possible, and if they get a chance to lie (&#8220;The chest was empty.  My pockets?  Full of&#8230; acorns.&#8221;) or even bully each other.  They don&#8217;t have a great sense of comradeship, so if the situation gets dire they&#8217;re much more likely to abandon party members who are trapped or in danger (this happened to me&#8230; the DM ended up railroading the entire party into a torture chamber).  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? That would be a bit grotesque) no one wants to travel alone.
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5427</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Wed, 29 Apr 2009 21:48:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5427</guid>
		<description>Good article.  Definitely need that bond to keep the players to stay together.  When that bond is gone (like what happened in my evil campaign), everything 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 couple of the other players 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 story), the bond was gone and the party essentially broke off into 3 different 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).&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5427&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Good article.  Definitely need that bond to keep the players to stay together.  When that bond is gone (like what happened in my evil campaign), everything goes into chaos and the campaign basically ends.</p>
<p>In our evil campaign, I set up the players up under an evil god (By Your Command) but also setup a couple of the other players 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.</p>
<p>But, as I said, once the party levels evened out and their god disappeared (long story), the bond was gone and the party essentially broke off into 3 different 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).
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5424</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Wed, 29 Apr 2009 17:41:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5424</guid>
		<description>Great advice!

The one thing I&#039;d say is to choose a system that allows, supports and possibly even encourages &quot;evil.&quot;  Star Wars is definitely one, if run way after the movies, or way before them.  Vampire or Werewolf could fit, though vampires and werewolves in those systems aren&#039;t necessarily seen (by the players) as evil.  Even Shadowrun would work.

Burning Wheel is a great one, where you can play Orcs, Great Wolves (Wargs), Trolls and even Great Spiders (all with fun and diverse lifepaths)!  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 &lt;a href=&quot;http://www.burningwheel.org/forum/showthread.php?t=6527&quot; rel=&quot;nofollow&quot;&gt;read about here&lt;/a&gt;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5424&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great advice!</p>
<p>The one thing I&#8217;d say is to choose a system that allows, supports and possibly even encourages &#8220;evil.&#8221;  Star Wars is definitely one, if run way after the movies, or way before them.  Vampire or Werewolf could fit, though vampires and werewolves in those systems aren&#8217;t necessarily seen (by the players) as evil.  Even Shadowrun would work.</p>
<p>Burning Wheel is a great one, where you can play Orcs, Great Wolves (Wargs), Trolls and even Great Spiders (all with fun and diverse lifepaths)!  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.</p>
<p>A great example of an evil campaign (BW) can be <a href="http://www.burningwheel.org/forum/showthread.php?t=6527" rel="nofollow">read about here</a>.
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		<title>By: blackcoat</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5423</link>
		<dc:creator>blackcoat</dc:creator>
		<pubDate>Wed, 29 Apr 2009 17:26:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5423</guid>
		<description>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.

After a bit of discussion regarding how &#039;evil&#039; the GM would allow the characters to be, I ran it off with this great set of opening lines
Me: It&#039;ll be easy.  Go in, kill anyone in my way, get the thing, come back.
Jedi: You can&#039;t just go around killing innocent people.
Me: Sure you can.  It&#039;s easy, watch. *lightsaber noise, and the screams of the innocent*

Naumer was fun, because he was so UTTERLY BATSHIT.

Also, the Jedi and I spent the whole game trying to tempt the other to their side, which was a nice undertone. :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5423&#039;,&#039;blackcoat&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>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.</p>
<p>After a bit of discussion regarding how &#8216;evil&#8217; the GM would allow the characters to be, I ran it off with this great set of opening lines<br />
Me: It&#8217;ll be easy.  Go in, kill anyone in my way, get the thing, come back.<br />
Jedi: You can&#8217;t just go around killing innocent people.<br />
Me: Sure you can.  It&#8217;s easy, watch. *lightsaber noise, and the screams of the innocent*</p>
<p>Naumer was fun, because he was so UTTERLY BATSHIT.</p>
<p>Also, the Jedi and I spent the whole game trying to tempt the other to their side, which was a nice undertone. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5421</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 29 Apr 2009 15:39:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5421</guid>
		<description>The strong story arc hints at it, but I&#039;d go a little further. The best longer term evil games I&#039;ve played have all had a healthy dose of commanding and railroading. 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.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5421&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The strong story arc hints at it, but I&#8217;d go a little further. The best longer term evil games I&#8217;ve played have all had a healthy dose of commanding and railroading. In many cases, this reduced being evil to a collection of indulged vices&#8211; so I suppose you might consider that more of an anti-hero campaign, instead of truly evil.
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		<title>By: BladeMaster0182</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5420</link>
		<dc:creator>BladeMaster0182</dc:creator>
		<pubDate>Wed, 29 Apr 2009 15:28:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5420</guid>
		<description>Thanks for the advice. I&#039;m definitely going to take this stuff into consideration. I eventually decided to create an order dedicated to a god with some rules on killing other members, so it is more of a &quot;Don&#039;t get caught&quot; kind of thing.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5420&#039;,&#039;BladeMaster0182&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks for the advice. I&#8217;m definitely going to take this stuff into consideration. I eventually decided to create an order dedicated to a god with some rules on killing other members, so it is more of a &#8220;Don&#8217;t get caught&#8221; kind of thing.
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5419</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 29 Apr 2009 15:27:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5419</guid>
		<description>That last line should read: Horrible consequences, yes. Evil? Not sure.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5419&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>That last line should read: Horrible consequences, yes. Evil? Not sure.
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5418</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 29 Apr 2009 15:25:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5418</guid>
		<description>&quot;Evil&quot; campaigns are always hard to figure out. It gets into the big question of what, exactly, is evil. There are cruel and harsh things done in the name of survival, people who aren&#039;t willfully wishing the destruction of others but who will pursue it in the face of a supposedly superior ideal and people who just don&#039;t care about the consequences of their actions. I remember one of the most awesome representations of this was in the Wing Commander video games. 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.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5418&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>&#8220;Evil&#8221; campaigns are always hard to figure out. It gets into the big question of what, exactly, is evil. There are cruel and harsh things done in the name of survival, people who aren&#8217;t willfully wishing the destruction of others but who will pursue it in the face of a supposedly superior ideal and people who just don&#8217;t care about the consequences of their actions. I remember one of the most awesome representations of this was in the Wing Commander video games. 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.
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		<title>By: Knight of Roses</title>
		<link>http://www.gnomestew.com/gming-advice/the-evil-campaign/comment-page-1#comment-5417</link>
		<dc:creator>Knight of Roses</dc:creator>
		<pubDate>Wed, 29 Apr 2009 13:27:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3367#comment-5417</guid>
		<description>Good advice.  The important thing is that evil characters should be as interesting as any other PC, with a background, goals and a personality.  Sure, they will stab each other in the back but not until they have &quot;won&quot;, you have to beat the other side first and then you can turn on each other.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5417&#039;,&#039;Knight of Roses&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Good advice.  The important thing is that evil characters should be as interesting as any other PC, with a background, goals and a personality.  Sure, they will stab each other in the back but not until they have &#8220;won&#8221;, you have to beat the other side first and then you can turn on each other.
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