Roleplaying in an Evil Campaign
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I’ve only tried running an evil campaign twice in my life, and only succeeded once, and that was a one-shot.
The first time, I decided to try a Star Wars D20 game in which all the players were dark Jedi, summoned by the Emperor for a very specific task. Everyone made characters of 7th level (the sweet spot in the OGL D20 rules), and we began.
All were summoned to a remote warehouse in Nar Shadda, where they were informed by a hologram of the Emperor that they were needed on Coruscant for an important mission. They were to board the waiting shuttle and depart immediately. None of them knew each other, but hopped on board.
It rapidly went downhill from there.
One of them made a snarky comment about another, then lightsabers were drawn. Before the droid-operated shuttle made it to Coruscant, all five were dead in the passenger cabin.
I should have seen it coming.
After that, we decided to play a scoundrel campaign, where the heroes aren’t quite so evil and self-centered.
Following that, about a year later, I ran a D20 Modern one-shot of The Godfather. The players all came over, we made up some 1920′s characters, some nobodies in the Corleone family, and we began.
Working for the caporegime Salvatore Tessio, they began going around town bombing the warehouses and taking down armored trucks belonging to the Tattaglias. They had a great time, and it allowed my buddies to all fulfill their dream of being a gangster. I think if we did end up doing a campaign, it would have gone over well as they worked their way up in the ranks.
Now, in this case, they weren’t playing a really “evil game”, since it was generally seen in the movies and book that the Tattaglias were the real “bad guys”, but the fact that they were blowing up things and killing people in cold blood means it technically was an “evil game.”
So why is it that evil games normally don’t work, and what is needed to make them work?
I think first and foremost, the reason they don’t work, is what Tracy Hickman said in his Ethics in D&D essay: “Evil feeds on itself.”
He says, ”[t]his does not mean that evil will always fall right away. Hitler ruled most of Europe for years before he was finally beaten. Evil characters will, from time to time, be victorious. However, those who are evil either make a mistake in their arrogance or, once they have conquered, find their fellows turning on each other. Devoid of sufficient threat, the self-centered evil nations quickly fragment themselves in contention with each other.”
In our Darkside game, the players, devoid of a sufficient threat, began turning on one another, hoping to gain the upper hand and be viewed as superior to the Emperor. They were arrogant and self-centered. This is one of the main problems.
I think another big issue is a lack of leadership.
The players in the Godfather game, they were all of one mind, working for the Corleones. With the Darkside game, the players may have had a leader (the Emperor), but they didn’t know what their primary mission was or what exactly they were doing. They had no guidance.
I think if the Godfather game progressed, and I began dropping hints that other players were perhaps traitors to the Corleones, other players would not have hesitated to murder the “traitorous” PCs, whether there was much evidence or not. Not so in a good game, in which the players would most likely give each other the benefit of the doubt.
What are some other issues with evil campaigns I haven’t covered? Why is it that evil simply doesn’t work?







One of them made a snarky comment about another, then lightsabers were drawn.
At that point, the lights in the shuttle dim, the sabres flicker and sputter off, the limbs of each of the combatants grows heavy. A hologram of the Emperor snaps into view in between the combatants.
“Fools!” Palpatine snarls. “Did you think I trained you since you were young to be mindless idiots? You may determine your ranking and power AFTER you have served ME! If you cannot follow this simple task that I have set before you, then you deserve to be put into space where your short and miserable life will be spent in writhing agony, with none to care of your pitiful power that you squandered so uselessly. Now SIT DOWN!”
Oh yea… now I want to play this!
.-= Chgowiz´s last blog ..Miniatures onward… =-.
Playing evil is a odd and difficult road. The players of the dark jedi just seemed to want to show off that they were evil without much thought into what evil in service to the Empire means (and it certainly does not mean slaughtering your fellow servants of the Emperor over a snarky comment).
As Mr Hickman notes in the article you reference, actions must have consequences. That is what will restrain most evil characters from being eebil in play, at least it should.
I wrote about my thoughts on playing evil in more detail here: http://wp.me/pylJj-7q
.-= Sean Holland´s last blog ..Through the Lens of History 7 – To the End of the World and Beyond – Alexander the Great, Conclusion =-.
I think part of it is that many players equate evil with lawless jerkery. Evil characters usually don’t kill puppies at random. Why? Because killing puppies does nothing to advance their goals and might cause situations that will slow them down. But evil PCs will kill puppies at random, because it’s the opposite of what heroes do, and they think that’s all there is to evil.
I should add that in my current campaign, one of the PCs is definitely evil, and several of the others could be considered evil. But it works out okay, since they understand each other and need each other to survive.
Evil often works better in a distributed setting– if you’re playing by email or if they are at a distance working on pieces of the same project. When they are in the same room, casual insults or just the advantage the local brute has over his rivals can lead to infighting and rank thinning.
The other part of evil is that many of evil’s benefits come later. Being an evil flunkie isn’t that different from being a good flunkie– it just means that you get slapped around by your allies a lot more. Evil villains, on the other hand, get to do big things…
Part of the problem, too, is that dictators and evil geniuses tend to see the world and want to improve it. It’s often hard for a player to have sufficient knowledge of the world to really have a good (though immoral) idea of how to “improve” the world.
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