| - | - | - | - | - |
| Dragon | - | Dragon 45 | - | AD&&D |
Let’s all face it. Some days, you come home
from work, you’re
grouchy, you haven’t had a good day, and
you want to be a stinker.
You feel rude,
crude, and socially unacceptable . . . in short, a little
evil. Bare your teeth a little bit. There,
that’s the idea. People get like
that in D&D, too. After playing
a Paladin for a couple of months, you
can really pick up a feel for an Assassin.
Male D&Der’s in particular,
in my experience, feel the urge to get
involved in an evil campaign.
Inspiration may be drawn from Satan
of Milton’s Paradise Lost, or
from less ethereal sources such as The
Wild Bunch, Darth Vader,
007’s latest adversary, or “Jaws”.
Being evil and tough seems to have a lot
of machismo, and can
draw quite a bit of respect for you in
The Game. If the DM
is willing, a group could set up a campaign
composed solely of evil
characters. Group norms, or rules, need
to be discussed to provide
some coherence to the proceedings; some
possible norms are discussed below,
as well as some notes on setting up such
a campaign.
Character classes and races will have to
be restricted. No
Rangers, Druids, or Paladins (obviously)
should be involved; lawful
evil Monks
and neutral evil Bards can be allowed, but may be few in
number. Fighters, Mages, Illusionists,
Clerics, Thieves, and Assassins will predominate. I would suggest that
the character races be
limited to humans, half-orcs, and Gary
Gygax’s version of the half-ogre (as discussed
in TD #29). <note: the link is to Roger Moore's version>
All other races, even if played evilly,
will likely still hate and be hated by
orcs and ogres.
The DM may well
plan to set up the campaign in an area
where orcs, men, and ogres
live in close (and generally helpful) proximity
to each other. They
might all be allied
under a powerful ruler. If the central rulership is
neutral evil, then conceivably any evil
alignment may be involved,
from lawful to chaotic. The DM should place
outlets of the Assassins’ Guild
and Thieves’
Guild near the players’ starting point, and other
high-level NPC’s should be placed to serve
as the teachers of the
PCs who are Mages, Fighters, and Clerics.
2 or more
evil temples,
heavily guarded to protect them from the congregations of the other evil
temples, may be in the vicinity.
Being evil can open up whole new opportunities
to you that
aren’t possible when you’re good. For example,
while pegasi won’t
have anything to do with you, hieracosphinxes
will (if bribed,
charmed, or trained). You can replace Fido
<the> blink dog with Fang
the warg,
though your food bills will increase. Hired
help around the
castle and dungeon
becomes much cheaper when goblins and orcs
handle the chores. Those dreams of the
all-night orgies that you did
penitence for as a Paladin can become hard-core
(excuse the pun)
reality for you as an evil Fighter. Undead
servants and warriors may
swell your armies, though it is usually
the case that living troops
won’t have anything to do with undead ones.
And, for Mages who
are getting along in years, one can always
consider becoming a lich.
Len Lakofka’s article on vampires
(TD #30) may also prove to be
very helpful for those who think they’d
enjoy being undead themselves, but can’t be a lich. The list of things
you can do when you’re
evil is long indeed, and should be well
explored. If you’re undead,
maybe you could get a nightmare
. . .
Now for the group goals. Anyone who’s played
Monsters! Monsters! already knows what the goal is in an evil campaign.
The goal is
to beat up on the good guys. The goody-good
Paladins, sneaky
Rangers, and less-than-macho elves
are going to get what they
deserve. What right have they got, breaking
into our lairs, killing our
underlings and friends, and taking away
the treasures we worked so
hard to steal? Besides, what we’re doing
is the way of the universe.
Only the strong survive. Nice guys finish
last. I’m number one. If you
help all the wimps get ahead in the universe,
you undo natural
selections and evolution, which is trying
to make us tougher. Might
makes right. And so on. Working up the
goals and general background philosophy of an evil campaign is not difficult
(and is actually
a little disturbing, as some people say
such things in seriousness.
How little we know about our own alignments
. . . )
Alignment
may well become a particularly sensitive issue among
players. LE people can theoretically be
trusted to some
extent to keep their word, though they
may bend it a little. CEs,
however, may need to be watched. On his own, out spying
or
assassinating
someone, a CE character may be matchless in
ability. You might have reservations about
letting him pull guard
duty alone a night after a big treasure
haul has been made, though.
Sleeping
creatures may be slain at the rate of 1 per melee round,
saith the Player’s Handbook. Forewarned
is prepared. This is not to
say that CEs should be banned from play;
they just act more
independently.
Everyone needs to be aware that unless some
kind of trust can be
formed among the players in AD&D
or any other RPG,
the game quickly falls apart. Who wants
to get involved if you keep
getting stabbed in the back all the time?
Players with a history of
killing other PCs should know that they
may become
prone to accidental falls from great altitudes,
food poisoning, being
mistaken for a hunting animal by one’s
own party, and so on. After
repeated incidents of this kind, one may
not be invited to any more
meetings of the D&D club, either.
CE should be played with
care. If you plan on counting on your fellow
adventurers in a crunch,
regardless of your alignment, you’ll have
to treat them with respect.
For further thoughts on this, see Gary
Gygax’s comments on “Evil:
Law vs. Chaos” in
TD #28.
One other aspect of role-playing should
be mentioned concerning an evil-oriented campaign.
This is a personal prejudice of mine,
but it is shared by others I know who are
involved in such games. It’s
a bad idea to let the game turn into a
contest of who-can-make-theworst-atrocity.
This is a self-centered and tasteless dead-end that
eventually becomes boring for everyone
(and may actually drive
some people out of the group in disgust).
Wanton cruelty should be
avoided by LEs as wasteful and unnecessary,
and by CEs
to prevent their being drawn and quartered by fed-up partners
or the local populace. This is not to say
that you can’t tie the Ranger
down over an anthill for some laughs, but
defenseless noncombatants should be left alone.
Villagers can be aroused to fearful rage
by someone who beats up on pregnant hobbit
females. Wise players
will avoid someone like that to prolong
their own character lives.
DM’s are encouraged to make use of the
“Angry Villager Rule” if the
need arises.
These are just a few of the ways you can
put an evil-oriented
campaign together. It can be nice to not
be good all the time, and at
least you’ll be on the other side of the
poisoned dagger—giving and
not receiving