Usually, when we run campaigns, the party is generally trying to save the world, but how do you run a campaign where the party are knowingly working for the bad guys and attempting to destroy the world?
I'd like to try running a short campaign like that.
Presumably your party is a selected warband or group of mercenaries working for the BBEG, and know they are doing so. So set up the world in exactly the same way you normally would, but with the good guys as the bad guys.
So, for example; your guys want to overthrow the ruler of a certain magical tower to further the goals of your employer. This could describe killing an evil necromancer at the behest of a king, or it could be killing a wizard who was charged with the defence of the realm at the behest of a demon. In both cases, you have to expect the enemy to have defences to overcome, and support from others in their area. Good and Evil are subjective anyway, and you can be a good bad guy. Perhaps a demon was banished by a wizard, and the demon seeks revenge. You are the Demons servants, and he has kept you well, fed you, entertained you - been a really good host, and now asks you to help him to help him get revenge on the wizard. From your point of view, the demon's a really good guy, and isn't looking to do anything beyond revenge. You can go and find the wizard and bring them back to the demon for vengeance, and not be a murdering evil-doer in the process - you might impart the demons teachings of civility and gracious hosting to the town and improve it whilst you go. You might give the poor somewhere to sleep, providing they pledge to serve the demon, and there might be no real twist to it - the demon might be more than happy for his servants to live happy lives of decadence. Your party might be "evil", and help the demon conquer the world, and everyone might end up better off because of it!
But that aside, look at it as goals to achieve and enemies to face - alignment aside - and treat it as normal!
In a campaign, definition of 'good guys' and 'bad guys' just depends on which side of the battle you're on. Most villains think they're actually doing good, so think about a standard adventure and try to put yourself in the BBEG shoes. Maybe the party wishes to save their homeland but in doing so must destroy another, maybe they are trying to bring back a loved one but the ritual would require a lot of human sacrifices etc. Even if they really want to destroy the entire world, maybe the party received an order from their god or something.
An idea that comes to my mind while reading this is using one of your earlier campaigns and having the characters play villains on the other side of the characters from your old campaign. Also if its the same players they might enjoy the little things they can remember.
Evil campaigns look great on paper but can actually get dull pretty quickly depending on how your players approach it. If they are chaotic evil then after watching them burn down the 3rd orphanage and slaughter the towns folk, or torture your NPCs to death to get the information they want things can get a little dull.
Make sure you have a key storyline planned out, a reason the party need to achieve something and why they would stay under the radar in town. Still have them face off against monsters but accept that they are more likely to kill and maim anyone. Lawful Evil makes things better, you can make each player define the rules they live by and where the lines are for them.
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Hi,
Usually, when we run campaigns, the party is generally trying to save the world, but how do you run a campaign where the party are knowingly working for the bad guys and attempting to destroy the world?
I'd like to try running a short campaign like that.
Any tips?
Thanks
XD
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
In a similar manner, I'd say.
Presumably your party is a selected warband or group of mercenaries working for the BBEG, and know they are doing so. So set up the world in exactly the same way you normally would, but with the good guys as the bad guys.
So, for example; your guys want to overthrow the ruler of a certain magical tower to further the goals of your employer. This could describe killing an evil necromancer at the behest of a king, or it could be killing a wizard who was charged with the defence of the realm at the behest of a demon. In both cases, you have to expect the enemy to have defences to overcome, and support from others in their area. Good and Evil are subjective anyway, and you can be a good bad guy. Perhaps a demon was banished by a wizard, and the demon seeks revenge. You are the Demons servants, and he has kept you well, fed you, entertained you - been a really good host, and now asks you to help him to help him get revenge on the wizard. From your point of view, the demon's a really good guy, and isn't looking to do anything beyond revenge. You can go and find the wizard and bring them back to the demon for vengeance, and not be a murdering evil-doer in the process - you might impart the demons teachings of civility and gracious hosting to the town and improve it whilst you go. You might give the poor somewhere to sleep, providing they pledge to serve the demon, and there might be no real twist to it - the demon might be more than happy for his servants to live happy lives of decadence. Your party might be "evil", and help the demon conquer the world, and everyone might end up better off because of it!
But that aside, look at it as goals to achieve and enemies to face - alignment aside - and treat it as normal!
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In a campaign, definition of 'good guys' and 'bad guys' just depends on which side of the battle you're on. Most villains think they're actually doing good, so think about a standard adventure and try to put yourself in the BBEG shoes. Maybe the party wishes to save their homeland but in doing so must destroy another, maybe they are trying to bring back a loved one but the ritual would require a lot of human sacrifices etc. Even if they really want to destroy the entire world, maybe the party received an order from their god or something.
Also here's a vid from Matt Mercer on the topic: Tips for running an evil campaign
Hope this helps!
An idea that comes to my mind while reading this is using one of your earlier campaigns and having the characters play villains on the other side of the characters from your old campaign. Also if its the same players they might enjoy the little things they can remember.
Mythology Master
Evil campaigns look great on paper but can actually get dull pretty quickly depending on how your players approach it. If they are chaotic evil then after watching them burn down the 3rd orphanage and slaughter the towns folk, or torture your NPCs to death to get the information they want things can get a little dull.
Make sure you have a key storyline planned out, a reason the party need to achieve something and why they would stay under the radar in town. Still have them face off against monsters but accept that they are more likely to kill and maim anyone. Lawful Evil makes things better, you can make each player define the rules they live by and where the lines are for them.