| Post/Author/DateTime | Post |
|---|---|
| Black Kitten02-22-05, 07:35 AM | Hello everyone, I have been discussing this with the party I play in for a while already and I wondered what you may find good to add. Say you are going to play with an evil party (preferrably LE, but say that every evil alignment is allowed), what would be the code to which the party will stick together? And what kind of parts would you include in the code to survive the onslaught of good (imagine that you are level 1)? Some parts: 1. If there is no need to commit a crime, don't commit it. 2. The one who betrays the other(s) will face horrendous punishment. 3. Always travel light |
| VerinBlod02-22-05, 07:45 AM | 4. IF you do commit a crime, don't get caught 5. If you get caught, you are on your own. Well as I see it an evil party can only work together if they share a common goal where every partymember needs the other partymembers. Otherwise it will go quickly downhill. But a code might be a good idea atleast untill the point someone stops abiding by it. :) |
| anders02-22-05, 08:54 AM | 6. Do to others before they do to you |
| Callista02-22-05, 09:05 AM | Nonono... that last one is just asking for backstabbing. I suggest: 6.) Protect your party members, or they won't protect you. |
| Gedrin02-22-05, 09:31 AM | Each brand of evil has its own motivations and indulgences. Some ideas... Usually, it's a matter of US vs THEM. Be certain the PC's have a good idea why they are US. No mercy to enemies of the cause. This is a common watchphrase for zelots and fanatic partisans. Harsh punishment for "traitors" is normally included in most evil codes of conduct. Think about what kind of group the will be. Adventurers normally look more like criminals than totalitarians. A professional criminal team of experts would likely have rules about keeping free of trouble not related to the job and other things that help ensure good business. Such a group of professional criminals could be bound by professional respect with a goal of increasing their profits. Possible rules would be: 1. The Job comes first. 2. Don't make trouble. Careless actions endanger the group and threaten The Job. "Careless Actions" include things like random acts of larceny and violence. 3. Don't betray the group. The group will have you killed, gruesomely, if you do. 4. Profits and loot will be divided equally according to the following formula: *insert formula here* 5. Honor the job. Make the client happy. Otherwise you get a bad rep and don't get better jobs. 6. Professional respect among the group. We don't have to like each other, but we do have to work well together because the group relies on each other. You could get more specific, but that seems to cover the broad points. |
| Sinon02-22-05, 12:09 PM | Rather than try to establish a code, I would let the lawful evil characters follow their natural inclinations and establish a hierarchy. Maybe come up with some way of selecting a leader for the group, non-lethal battle or by vote. Then, as long as the leader can keep everybody satisfied, he can make the rules and the group can remain a viable organization. But as soon as members become dissatisfied, he could be challenged for the leadership position. The role-playing possibilities this opens up are pretty cool. For example, you might have to let the barbarian go on a rampage every once in a while, even though the rogues know that it is going to attract unwanted attention. The leader might have to give a greater share of the treasure to one or more party members, perhaps even dipping into his own cut, just to keep them happy and on his side. You can have factionalism and betrayal, frequent changes in the leadership, good times. |
| Kulthos02-22-05, 03:09 PM | All follow the will of Dark Lord (Insert frightening name here) His word is law. We obey the law. We are his loyal servants unto death, or until we can get rid of him and take his place. |
| Callista02-22-05, 03:37 PM | Out of character, I would add this rule (if players do not blatantly metagame as a result, and if PC-killing is allowed at all): Any attempt at assassination of a fellow party member or members must be announced both to that character's player and to the DM, a set time (maybe 3 hours, or maybe a session) in advance. This is so the person of the PC who may be killed has a chance to make a backup PC (if it's in a way that doesn't allow defense, such as killing in his sleep), to request a Sense Motive roll to determine his "friend's" desire to kill him (because the murderer PC's player may not be role-playing this, but the PC most certainly would be making constant Sense Motives, in an Evil party), and/or to think up strategy for the upcoming fight. Also, it's so that the DM has time to think about the repercussions of the murder, approve the new PC if such a new PC is necessary, and figure out a plot hook to get him involved. House rule: Any new PC replacing an old one killed through party treachery starts with just enough XP to be at the beginning of the players's last character's level at death, or at the level of the highest remaining PC in the group, whichever is lower. |
| Sinon02-22-05, 03:49 PM | The sense motive thing is a really good idea. I do wonder, could you fail a sense motive check and believe that another character is trying to kill you when they are not? |
| Black Kitten02-22-05, 04:52 PM | I don't have a fixed idea for a party or something. I am just wondering how you'd see it. We discussed also that the definition 'Lawful Evil' could even mean a hero that tries to do the Lawful Good thing, but his/her methods are so deprived of goodness and the carnage created so unnescesary, that the objective sense of D&D alignment would mark such a person Evil rather than Neutral or Good. |