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38

I've played in and run evil campaigns of various sorts in both 3.5 and 4e (though not 5e, I think my learning will transfer), and run into a lot of problems: My Guy Syndrome comes up a lot, as does a tendency to default to a regular D&D storyline only with more stealing of spoons and kicking of puppies to remind ourselves we're evil. Sometimes an evil ...


16

The most important thing for an evil campaign to work is to give the players a goal or objective. In a good-aligned campaign, you don't need to necessarily start with a clear goal, and often you don't want to, as often the player's role is reactionary; someone does something bad and the players have to stop them. They do good for it's own sake, because ...


3

Taking a page from history, in medieval Europe unemployed mercenaries would sometimes resort to brigandage to supplement their income. Players as bandits aren't necessarily evil with a capital E, they could be more like self-interested Robin Hoods. There's no need to roleplay torture, rape, murder. You could dangle the opportunity for banditry/thievery in ...


1

Something you have to look at: How much effort is the creature able to expend on such protections. The best defense is to not fight in the first place--say, a fake lair. The clever monster living in that cave? Remember that big chamber with all the stalactites you passed through to get there? His real lair entrance is up there where it is completely ...


1

I would firstly base what they'd do on their Intelligence -- a low Intelligence creature might not do much beyond simple concealment and crude traps. Plus, some are social creatures -- so a lair's defense might be sheer numbers. However, more intelligent creatures might be pulling of Grimtooth's Traps level defenses on you (some of which could be ...



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