Inchoroi
Adventurer
So, during last night's game, I got a special request--one that I should preface with the following. Generally, my players start out with the best intentions. Protect the innocent, save the damsel, etc. However...generally, it starts with gambling or opening a brothel or some such thing, and it, over the course of the game, drifts towards the entire party being mostly, if not completely, evil. I do not enforce nor punish such behavior; as long as they're acting as their characters would, I let them go at it, my setting be damned, or hocked for cheap booze, as the case may be.
The request, however, is something of a surprise: they actually want an evil game. And, more importantly, they want an evil game where its less about plot and storyline and more about the world--I actually have a request to roleplay camping at night on occasion. I wracked my brain all day trying to think of an adventure where the premise isn't the good guys defeat the bad guys, and I couldn't think of one, and so I am left with attempting to create my own campaign.
The question arises, then: How does one make a campaign where the player characters are expected--and, knowing my players, definitely will be--evil? What kind of situations would it be practicable to have the PCs interact with when the expectation is they probably wouldn't save that kingdom from destruction, but they might pick over the corpses later?
For reference, here's a slight paraphrase from the Starter Set we ran a while back:
It's extremely paraphrased, but that should give you an idea of the kind of thing my players tend to drift toward (as an aside, I also have never had luckier players than these; yes, I've made them use different dice, including my own, just to make sure; only one that seems to have bad luck is my wife, who's 20AC character dropped two or three times because of critical hits).
Going back to the setting and campaign, I was trying to think up an option, and I had an idea: what if they were pirates? Simple enough idea, but it would let them get the sandbox feel they want if they were literally sailing the high seas, killing people and taking their stuff. I decided that I wanted it as close to a true sandbox as possible; this leads me to two further questions:
1. How well will 5e handle said sandbox play in this format?
2. How does one make a sandbox?
My experience with sandbox table top games is nil (the closest is playing Skyrim, honestly). Thankfully, I've got time, since I have previous requests to do Pathfinder's Iron Gods before we get to this point (in the middle of Rise of the Runelords, too), but I have much work to do.
The request, however, is something of a surprise: they actually want an evil game. And, more importantly, they want an evil game where its less about plot and storyline and more about the world--I actually have a request to roleplay camping at night on occasion. I wracked my brain all day trying to think of an adventure where the premise isn't the good guys defeat the bad guys, and I couldn't think of one, and so I am left with attempting to create my own campaign.
The question arises, then: How does one make a campaign where the player characters are expected--and, knowing my players, definitely will be--evil? What kind of situations would it be practicable to have the PCs interact with when the expectation is they probably wouldn't save that kingdom from destruction, but they might pick over the corpses later?
For reference, here's a slight paraphrase from the Starter Set we ran a while back:
Player One: "I'm going to go see Townmaster Wester."
Me: "Okay. You're in his office."
Player One: "I want the nothic to hang around inside the hideout, so I'm going to trick Wester into thinking the Red Brands are coming to get him, and take him to the Nothic, convincing him along the way that it's best to be blindfolded while going, since the notorious Glasstaff is much more powerful than believed, and may be able to see through the Townmaster's eyes."
--rolls a natural 20--
Me. "Well then. He believes you, and follows you out."
Player One: "I lead him to the Nothic, and tell the nothic that he can eat Wester if he stays around here to guard our new home."
--nothic eats--
It's extremely paraphrased, but that should give you an idea of the kind of thing my players tend to drift toward (as an aside, I also have never had luckier players than these; yes, I've made them use different dice, including my own, just to make sure; only one that seems to have bad luck is my wife, who's 20AC character dropped two or three times because of critical hits).
Going back to the setting and campaign, I was trying to think up an option, and I had an idea: what if they were pirates? Simple enough idea, but it would let them get the sandbox feel they want if they were literally sailing the high seas, killing people and taking their stuff. I decided that I wanted it as close to a true sandbox as possible; this leads me to two further questions:
1. How well will 5e handle said sandbox play in this format?
2. How does one make a sandbox?
My experience with sandbox table top games is nil (the closest is playing Skyrim, honestly). Thankfully, I've got time, since I have previous requests to do Pathfinder's Iron Gods before we get to this point (in the middle of Rise of the Runelords, too), but I have much work to do.