I have both played and ran evil campaigns, and I do like them. Generally when I do run an evil campaign, the players belong to a said group/organization, must follow the group's code of ethics and must work for the groups goal or goals. Traitors and screw ups are punished severely, if they stray outside this code, work against the group or no longer work towards the goals. Some evil groups I'll allow NE, but not always.
Rarely, I've seen the party be a group of advisors or the leaders of the group they belong to. This has worked, but generally from what I've seen, only works for a very short time (around a month or 2).
((Mcbride, I love your rules-I think I mostly have done my evil campaigns like you have written up, but never could write it down how I did it.
))
I'm not a child, I'm a Kender with bad habits!!
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