Nonsense, I've been running an evil campaign for a while now and it's been going well. You're partially right, though, an evil campaign is very much, in part, about coping with the consequences of one's actions. In this sense, if characters cope poorly with the consequences of their actions, then they can easily culminate with going out in a blaze of glory. Part of that is up to you, the DM, though. Their blaze of glory might not end in death, they might get locked up in the dungeon and put on trial. Then maybe you could throw a sleezy advocate NPC into the mix to get them off the hook. Maybe they get broken out of prison. A jail break is a great idea for an adventure.
My party is a bunch of pirates and yes they've sacked villages of halflings and sailed off with all their worldly possessions. They're always on the run from the king's navy. Sometimes not sometimes due to politics, they end up privateers in the kings navy... that all can change fast, though and without them knowing. Sometimes they're out following treasure maps. Interestingly, a lot of their evil doings are to other evil characters. Duplicitous and violent characters tend to spend a lot of time interacting with other duplicitous and violent characters, simply because other people don't want to deal with them. They're outcasts. Therefore, they're often double crossed as much as they're double crossing others. It's quite entertaining and sometimes things can get quite twisted around.
To have a good evil campaign, I've found there needs to be a few essential factors.
1) The players need to be good at hatching up their own plots. It's easy to be "good" just by being essentially passive. An evil character is someone looking to get the one-up on someone else. You can't be passive and do that. You have to sometimes be deceitful, underhanded, and aggressive. Passive players don't do that well. They're too "go along, get along." A good evil player is pro-active. In this sense, evil campaigning is almost a "DM's campaign," and most of the players should probably be good at DMing.
2) The DM needs to be willing to work with the players to work their plots and schemes into the adventure. Things don't necessarily have to happen all at once, but if the PCs have a scheme, you need to view that as more material with which to work with (i.e. oh wow! what a great idea for an adventure) instead of a disruption to their carefully designed over-arching story arc. In an evil campaign, the PCs are in the driver's seat much more than in a "good" campaign.
3) The DM needs to be comfortable with the PCs not always having precisely the same interests, and enjoys working that into the adventure. In an evil campaign, the PCs will probably not always work together. They might kill each other sometimes to get what they want. That's okay. Part of an evil campaign is double dealing and treason. PCs shouldn't be able to entirely trust the people they're surrounded by. It doesn't mean they can't work together, but it doesn't mean things can't change either. PCs might not like each other, and might often keep secrets from one another. They might throw one another under the bus from time to time. These are the kinds of people who don't really have "friends."
Honestly, I think a lot of people aren't cut out for evil campaigning. By it's nature, it tends to be a lot more adult. It's one thing to play goody-two-shoes heroic characters. It's another thing entirely to play morally ambiguous avenging anti-heroes, gangsters, assassins, thieves, devotees to frightening gods, and seekers of knowledge that man was not meant to know. Players need to be able to resist the temptation to play "evil-stupid." A lot of DMs can't do it either. They're often too inflexible and have insufficient life experience to create compelling evil adventures and NPCs. Evil campaigning is often a very emotional experience, because evil characters are, by their nature, self-centered. They're not really concerned with fairness, equality or rules. They're worried about what they want and need, all else be damned. The truth is that most people are pretty good in this world, and it's hard for them to step outside of themselves and "embrace the beast," as it were. Asking themselves, "what would a real evil bitch do here?" isn't in their nature.
Some parts of evil campaigning will be disturbing. What if, inspired by The Godfather, the DM creates an adventure where the rest of the PCs must hunt down another one of the PCs and kill them in order to stay in the good graces of the thieves guild? What if, an evil cleric seeks to summon an ancient demon and requires the blood of a a very specific infant to do it? Evil campaigning can be dark and frightening. The good news is that it's all a game, though, and at the end of the day you're just imagining stories. Not all stories have to be happy. A lot of D&D players are offended by that kind of thing, though, or at least uncomfortable. To really play an evil campaign, the whole group needs to be adult enough to know it's just a game. If that's not the case, then you're going to have a mess.
Rukellian wrote:After reviewing the alignment descriptions from a few game types, I've noticed a common theme with the evil alignments. They all seem to self-destruct in the end, his/her evil causing his/her own demise; and maybe it isn't evil that is in place, but a corruptive way of looking at things, a needless greed or some other form of... not-goodness. From player experience, can any of you point towards an example of a successful campaign with evil alignment characters? Successful is subjective, I know, but you all know what I'm trying to get at. I also understand that there are many factors that would need to be considered, like the players and how they go about playing their characters, or the dm, even what kind of story is taking place in the game.
Your guys' thoughts on this? I would be very much interested in hearing what you guys have to say on this.